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The Buccaneers Bestiary

A GUIDE TO MONSTERS OF THE DARK CARIBBEAN

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Players
Handbook, Monster Manual, Dungeon Masters Guide, and all other Wizards of the Coast product names,
and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is
used with permission under the Community Content Agreement for Dungeon Masters Guild.
Original material in this work is copyright 2016 by Aaron Infante-Levy and published under the
Community Content Agreement for Dungeon Masters Guild.

by Aaron Quickleaf Infante-Levy

Art Credits
Design and Layout: Aaron Quickleaf Infante-Levy
Cover Art: Orc Pirate Shouting Orders, by Jeshields, purchased thru drivethrurpg.com. Modified by adding Pirate Flag, by wesd440,
created on 6-16-2015, openclipart.org.
All interior illustrations used in THE BUCCANEERS BESTIARY are within the Public Domain.
Parchment Background: Chris Fiedler,pixabay.com, CC-0 Public Domain.
Pirates with a Box (p. 4): by j4p4n, openclipart.org, 5-12-2015.

The Merry Monarch: (p. 5): The comic history of England, Gilbert Beckett, 1897. Posted by Firkin, openclipart.org, 2015-07-29.
King of Death: Humorous Poems, Thomas Hood, 1893. Posted by Firkin, openclipart.org, 7-20-2015.
Port Saint Louis (p. 7): Rambles on the Riviera by Francis Miltoun, 1906. Posted by johnny_automatic, openclipart.org, 2-27-2008.
Dutch Ship (p. 13): The Romance of Navigation, by Henry Frith, 1893. Posted by Firkin, openclipart.org, 7-18-2015.
Splat (p. 14 & 44): by liftarn, openclipart.org, 9-92014.
Octopus Anchor (p. 16): by Rejon, openclipart.org, 2015-04-01.
Jolly Tars (p. 17): Lilys scrapbook, by Mrs. Barker Sale, 1877. Posted by johnny_automatic, openclipart.org, 9-29-2007.
Compass (p. 18): A black and white 3-D compass, Posted by ipurush, openclipart.org, 4-10-2008.
Island of Neverland (p. 20): Posted by j4p4n, openclipart.org, 2-8-2016.
Rock Skull (p. 23): Posted by johnny_automatic, openclipart.org, 12-10-2006.
Old Map (p. 23): Posted by conte magnus, openclipart.org, 1-27-2013.
Anchor (p. 26): Posted by j4p4n, openclipart.org, 2-8-2016.
Sleeping Mermaid (p. 28): Songs for Little People, Norman Gale, 1896. Posted by Firkin, openclipart.org, 1-1-2016.
Treasure Chest (p. 29): Posted by j4p4n, openclipart.org, 1-10-2015.
Old Man with a Corncob Pipe (p. 34): Bisbee Daily Review, Nov. 26, 1914, Posted by johnny_automatic, openclipart.org, 7-16-2014.
Ships Wheel (p. 37): Posted by johnny_automatic, openclipart.org, 10-30-2007.
Blemmyae (p. 41): Nuremberg Chronicle by Hartman Schedel, 1493.
Thingtacles (p. 42): by jpneaok, openclipart.org, 10-18-2014.
Scallop Shell (p. 44): Line and Form, by Walter Crane, 1914. Posted by johnn_automatic, openclipart.org, 10-26-2007.
Fucoid (p. 44): Our Earth and its Story, by Robert Brown, 1893. Posted by Firkin, openclipart.org, 11-4-2015.
Wastrilith (p. 45): Destruction of Leviathan, engraving by Gustave Dor, 1865.
Squid Silhouette (p.46): Narrative of an Expedition to explore the river Zaire, James Tuckey, 1818. Posted by Firkin, openclipart.org, 10-22-2015.
Spooky Frame (p.47): by liftarn, openclipart.org, 8-7-2013.
Zombie (p. 48): by j4p4n, openclipart.org, 6-2-2015.
Painted Skull (p. 48): The Pygmies, by Frederick Starr, 1895.
Giant Anemone (p. 50): donated by Pearson Scott Foresman to Wikimedia Commons.
Giant Anglerfish (p. 50): Popular Science Monthly, vol. 8, 1875.
Giant Eel (p. 50): donated by Pearson Scott Foresman to Wikimedia Commons.
Giant Nautilus (p. 52): donated by Pearson Scott Foresman to Wikimedia Commons.
GiantStarfish(p.53):TheHalfHourLibraryofTravel,NatureandScienceforyoungreaders,byJamesNisbet&Co,1896.PostedbyFirkin,openclipart.org,on11-29-2015.
Whale Upends Whalers (p. 54): The Story of Our Merchant Marine, by Willis J. Abbot, 1919. Posted by johnny_automatic, openclipart.org, on 1-12-2008.
The deep sea fish eurypharynx pelecanoides (p. 55): Popular Science Monthly, vol. 23, 1883.
Jenny Hanniver (p. 55): Feejee Mermaid, by P.T. Barnums, 1842.
Kelpie (p. 56): Dictionnaire classique dhistoire naturelle (Vol. 5), 1822.
Incan Dog (p. 56): by OpenClipartVectors, CC0 Public Domain, from pixabay.com.
The Scaly Fishman (p. 59): The Animal Book, by Pietro Candido Decembrio, 1460.
Seal (p. 63): Posted by yves_guillou, openclipart.org, 10-24-2014.
Womans Eyes (p. 63): Posted by molumen, openclipart.org, 10-19-2006.
The Laughing Gull (p. 64): US Fish and Wildlife Service, by Bob Hines. Posted by ryanlerch, openclipart.org, 12-14-2006.
The Siren (p. 65): The Siren, oil on canvas, by Edward Armitage, 1888.
Transparent Mermaid Silhouette (p. 65): by GDJ, openclipart.org, 2-16-2016.
Dancing Skeletons (p. 66): by johnny_automatic, openclipart.org, 10-29-2007.
Fiddler Crabs (p. 66): When Life is Young, by Mary Dodge, 1894.
Skum (p. 67): Krewe of Proteus Costume, New Orleans Mardi Gras, by Bror Anders Wikstrom, 1907.
Monkey Rides a Jellyfish (p. 68): Posted by j4p4n, openclipart.org, 6-22-2015.
Glitch Frog (p. 69): Posted by Lazur URH, openclipart.org, 7-24-2015.
Castle (p. 70): Old French Fairy Tales, by Comtesse De Segur, 1920. Posted by johnny_automatic, openclipart.org, 9-26-2007.
Real Sea Monster (p. 71): by j4p4n, openclipart.org, 3-18-2012.
Grim Reaper Waits for No One (p. 72): by j4p4n, openclipart.org, 9-4-2011.
Dr. Death (p. 73): by liftarn, traced from old Dr. Death comic, openclipart.org, 12-25-2015.
Skull & Crossbones (p. 74): from the Pieces of Eight free font, by Steve Ferrera.

Not for resale. Permission granted to print or photocopy this document for personal use only.

Table of Contents
THE DARK CARI B BE AN . . . . . . . . . 4
THE ENCOUNTER TABLES . . . . . . . . . 6
Port Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Port Encounter Table
Pirate Ports
Neutral Ports
Hostile Ports
Port Beasties

6
7
7
7
9

Sea Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Sea Encounter Table
Ship Tables
Sea Beasties
Crew Conflicts
Navigation Hazards
Special Encounter

12
13
15
18
19
20

Island Encounters . . . . . . . . . . . . . . . . . . . . . . . . . 21
Island Features
Island Beasties

21
24

Undersea Encounters . . . . . . . . . . . . . . . . . . . . . . 28
Undersea Encounter Table
Kelp Beds
Sunken Shipwrecks
Special Encounters

28
29
29
29

Abyss Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Abyssal Features
Abyssal Beasties

NPCS (CREW) . . . . . . . . . . . . . . . 34
Sailor (CR 1/8)

Old Salt (CR 1/4)


Buccaneer (CR 1/2)
Midshipman (CR 1/2)
Pirate (CR 1/2)
Royal Marine (CR 1/2)

34
34
35
35
36
36

NPCS (OFFICERS) . . . . . . . . . . . . . 37
Warrant Officer (CR 1/2)
Lieutenant (CR 1)
Naval Captain (CR 2)
Pirate Captain (CR 2)
Commodore (CR 3)

37
38
38
39
39

NPCS (SPE LLCASTERS) . . . . . . . . . . 40


Bokor (CR 2)
Houngan/Mambo (CR 2)
Shantyman (CR 2)
Ship Mage (CR 2)

40
40
41
41

BE ASTIES . . . . . . . . . . . . . . . . . . 42
Blemmyae (CR 1/2)
Caller from the Deeps (CR 8)
Carnivorous Scallop (CR 1)
Coelenite (CR 1/2)
Deepspawn (CR 8)
Demon, Wastrilith (CR 14)
Dire Squid (CR 6)
Douen (CR 1)
Dread Zombie (CR 1)
Giant Anglerfish (CR 4)
Giant Anemone (CR 5)
Giant Eel (CR 3)
Giant Nautilus (CR 13)
Giant Sea Urchin (CR 1)
Giant Starfish, Sunstar (CR 3)
Giant Whale, Leviathan (CR 9)
Gulper (CR 1)
Jenny Hanniver (CR 1/8)
Kelpie hazard
Lycanthrope, Seawolf (CR 3 & CR 7)
Morkoth (CR 4)
Seaclaimed Creature template
Seaclaimed Warrior (CR 3)
Selkie (CR 1/2)
Sinister Seagull (CR 1/8)
Siren (CR 3)
Skeleton, Dry Bones template
Skull Crab (CR 1/8)
Skum (CR 1/2)
Su-Monkey, Signifying Monkey (CR 1/2)
Swarm of Jellyfish (CR 2)
Swarm of Leeches (CR 1/4)
Tona (CR 3)
Triton (CR 1)
Viperfish (CR 6)
Wyste (CR 3)
Yugoloth, Marraenoloth (CR 7)
Zombie Lord, Le Grand Zombi (CR 5)

IN DEX

OF

MONSTERS & N PCS

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BY

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CR 74

THE DARK CARI B BE AN


The Dark Caribbean is a fantasy setting during
the Golden Age of Piracy, blending real-world
history, popular conceptions of legendary
pirates, and a reinterpreted D&D mythos. While
swashbuckling adventures and whimsical
scallawags abound, there are also ruthless
corsairs, frightening spells, and political
intrigues aplenty. Most of the magic has a
distinct Voodoo feel to it, with the caveat there
there exist no reliable spells to raise the dead (i.e.
raise dead, resurrection, and true resurrection do
not exist). The action is centered in the Caribbean
(also called the Spanish Main or the West Indies),
though there may be opportunities to visit the
Americas, Europe, or even otherworldly realms
like the Shores of Death or the watery Abyss.
European powers like Britain, France, the
Netherlands, and Spain struggle to maintain
control of their colonies amidst rampant
privateering and piracy, slave uprisings, and dark
magic. Characters spend equal time aboard ships
as they do breaking into Spanish garrisons,
exploring cursed islands, and infiltrating
masquerade balls. The traditional dungeondelving of D&D takes a backseat to
swashbuckling adventure and intrigue.

The monsters and NPCs presented in THE


BUCCANEERS BESTIARY are designed with the
Dark Caribbean setting in mind, but can be
readily adapted to suit any fantasy setting where
pirates, cannons, colonial powers, and souldevouring horrors might fit in.

Recommended Resources

Birds of Prey by Wilbur Smith.


Captain Blood by Rafael Sabatini.
Master and Commander series by Patrick OBrien.
On Stranger Tides by Tim Powers.
The Pirate Hunter by Richard Zachs.
Pirate Spirit by Jeffery Williams.
Seawolf by Jack London.
Treasure Island by Robert Louis Stevenson.
Under the Black Flag by David Cordingly.
Skull & Crossbones d20 game from Green Ronin.
Buccaneers and Bokor: Treasure Chest supplements
from Adamant Entertainment.
Black Sails TV series from Starz.
Crossbones TV series from NBC.
Pirates of the Caribbean films from Walt Disney.
Monkey Island video games from LucasArts.

Not for resale. Permission granted to print or photocopy this document for personal use only.

Monsters in the Dark Caribbean


Monster types in the Dark Caribbean have
slightly different connotations from a standard
D&D game. In particular, there is a class of
monster known as djab (dark spirits) in Voodoo
that typically only responds to summoning. The
djab may appear as celestials, elementals, fey,
fiends, undead or even possessing a mortal. They
are not as strictly bound to one form as most
ordinary monsters. When creating a djab, give it
a clear place in the story and consider giving it
legendary actions and/or lair actions.
Some monsters like constructs, giants,
monstrosities, and plants have no substantive
changes. However, even with these monsters you
can give them a maritime-themed appearance,
like an iron golem attached to a rusty anchor
chain or a minotaur with a bull sharks head.

Aberrations

Dragons

Dragons are unheard of, save for the jungles of


South America where flightless dragons are
believed to have once ruled over man.

Fey

Local nature spirits often dont fit neatly into one


category. Thus, some fey have a second type (e.g. the
douen are undead fey) reflecting differing views of
natives and colonists about their origins.

Fiends

Devils are the adversaries and tempters of


mankind as defined by missionaries, and most
can use disguise self or alter self at will. Demons
are creatures spawned by the watery Abyss and
all demons are amphibious or water breathing.

Humanoids

Aboleth, beholder, mind flayers, and their


servitors like chuul and skum, hail from cursed
waters and the terrible marine Abyss. They are
the horrors man was not meant to know and
seek to supplant humanity, herald a great deluge,
or other mad schemes.

Goblinoids form marauding pirate ships of their


own, with hobgoblins as officers, goblins as crew
and powder crews, and bugbears sent ashore at
night to murder and press-gang. Orcs are
devolved island cannibals or savage corsairs
revering the eye-patch wearing Grumsh. Trolls
are usually amphibious saltwater scrags.

Beasts

Oozes

Some beasts, like the leviathan, occupy an


ambiguous ground between beast and monstrosity,
depending whose story a sailor believes.

Celestials

Almost unheard of in the Dark Caribbean, the


rare celestial that did make an appearance would
almost certainly be a mysterious djab in mortal
guise, or a Loa forced to take on mortal flesh.

Elementals

Air elementals tend to be associated with the


djab called Badessy the Wind, and many can use
control weather. Water elementals, on the other
hand, are associated with a djab known as
Ailusiraad, and many can use control water.

Oozes, like aberrations and demons, originate in


the Abyss and are amphibious.

Undead

Undead are distinguished by two types. First,


those missing their gros-bon-ange (big soul or life
force) lack morality but have traces of their past
personality. This includes dread zombies, zombie
lords, ghosts and most intelligent undead.
Second, those missing their ti-bon-ange (little
soul) and are devoid of personality with only the
barest glimmer of sentience. This includes
skeletons, regular zombies, and most nonintelligent undead.

Not for resale. Permission granted to print or photocopy this document for personal use only.

THE ENCOUNTER TABLES


Port Encounters

Port encounters can occur however frequently


the DM wishes, though no more than once per
day is a good guideline. When determining a port
encounter, roll d20 on the PORT ENCOUNTER
TABLE. Roll d8 on the NPC TABLE as needed.

6.

Port Encounter Table (d20)


1. Port Beastie. Roll a d20 on the PORT BEASTIES
table below.
2. Announcement (d6)

(1) A captain is hiring, or new crew seek out the


PCs to be hired.
(2) Governor makes an unpopular announcement
(e.g. raising taxes or outlawing debauchery).
(3) Governor makes a popular decision (e.g.
freeing a popular criminal or investing in the
public good).
(4) Announcement of an upcoming celebration.
(5) Crier with dire news from overseas.
(6) Messenger seeking out the PCs personally with
a portent of doom or request from aid from an
ally or contact.

3. Brawl (d6)
(1) 2d6 sailors* and a warrant officer* in a
bit of friendly naval rivalry.
(2) 2d4 bitter old salts* who fought on
different sides of the war.
(3) 2d4 buccaneers* or pirates* to deep in
their cups to care who gets hurt.
(4) 2d4 royal marines* blowing off steam.
(5) A spy using the PCs as a distraction.
(6) A drunken ship mage*.
4. Challenger (d6) one of the PCs is challenged to
(1) A traditional fencing or pistol duel,
following strict rules of engagement.
(2) An anything goes pirate-style duel.
(3) A bout of fisticuffs or wrestling.
(4) Insult _________ (e.g. arm wrestling,
sword-fighting, expectorating).
(5) A drinking contest.
(6) A gambling match or game of wits.
5. Contact or Ally (d6)
(1) doing their job.

7.

8.

9.

(2) spending time with family, loved ones, or


the bottle.
(3) engaging in an embarrassing hobby.
(4) in an argument with another NPC.
(5) puzzling over a dilemma.
(6) in danger!
Contest (d6)
(1) Bounty on a specific pirate from a port
governor, trading company, or noble.
(2) Contest from port governor to present
most wondrous treasure in one month.
(3) Sailing or horseback race around island.
(4) Pirates contest to see who can kill the
most of a particular sea beastie.
(5) Gentlemans wager who can win a bonny
lass affections.
(6) Eccentric European nobles request to
devise a mysterious contraption
according to wild specifications.
Corpse (d6)
(1) Unidentifiable sea monster.
(2) Corpse whose circumstance of death
implicates one of the PCs.
(3) A prominent NPC.
(4) A pirate with a clue tattooed on his body.
(5) One of the PCs contacts or allies.
(6) A corpse dramatically killed with a
message carved into or pinned on its chest.
Criminal Intent (d6) the PCs are targeted by
(1) 2d4 pirates* or thugs in a press-gang.
(2) 3d4 bandits trying to pickpocket or mug
them, possibly with a trained baboon.
(3) A spy fleeing pursuers who tries to plant
something on them.
(4) A shantyman* who tries to con them.
(5) An NPC working with the authorities to
entrap or incriminate them.
(6) An NPC who intends to blackmail them.
Enemy (d6)
(1) doing their job.
(2) spending time with family, loved ones, or
the bottle.
(3) engaging in an embarrassing hobby.
(4) in an argument with another NPC.
(5) after the PCs!
(6) in danger!

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10. Fire. A building or ship catches fire,


threatening the PCs ship, lodging, or allies.
11. Found Item (d6)
(1) Trinket.
(2) Art object or gem.
(3) Murder weapon.
(4) Document or letter of significance.
(5) Map or navigation chart.
(6) Treasure or heirloom sought by an NPC.
12. Harassment from Authorities (d4)
(1) A group of 1d4 royal marines* attempt to
extort the PCs with trumped up charges.
(2) A group of 2d4 royal marines* making
fun of one or more PCs.
(3) A group of 2d4 thugs acting as hired
enforcers for a port governor who needs a
dirty deed handled discretely.
(4) A group of 1d4 pirates* disguised as royal
marines with a hidden agenda.
13. Gathering (1d6)
(1) Busy market with shipment of exotic
goods that just arrived.
(2) Angry mob chasing someone out of town,
protesting against the governor, or
committing a hate crime.
(3) Procession of monks.
(4) A raucous wedding.
(5) A more raucous funeral.
(6) Something unique to the community like
a clam bake, grunion run, sack race, etc.
14. Mistaken Identity. One or more PCs are
mistaken for an NPC, and there is a personal
element to the confusion (e.g. the mistaken
identity is in debt or a scorned lover).
15. Prisoner (d6)
(1) Escaped prisoner who the PCs can either
help or turn in.
(2) Dog carrying prison keys in its mouth.
(3) Chain gang being led to dungeon or to
their execution at the gallows.
(4) Message from a prisoner who tries to
recruit the PCs in some venture, either
with honest appeal or blackmail.
(5) An ally or contact taken prisoner.
(6) Prisoner has information the PCs need.
16. Prominent Personage. An important or
historical NPC from the Golden Age of Piracy.

17. Slice of Life (d6)


(1) Lost child caterwauling.
(2) Children playing at pirates and
commodores.
(3) Herd animals blocking the street amid
much yelling.
(4) Singing pirates who just wont stop.
(5) Chatty and flirtatious washer women.
(6) Crazy old coot with wild fish tales.
18. Spectacle (d8)
(1) Shantyman.
(2) Puppet show.
(3) Carnival.
(4) Hanging.
(5) Monster menagerie.
(6) Miracle worker or preacher.
(7) Snake oil salesman.
(8) Two NPCs engaging in a brawl, duel, or
battle of wits.
19. Underworld (d8)
(1) Fixer dealing in stolen and illegal goods.
(2) Underground boxing match with highprofile NPCs in attendance.
(3) Opium den.
(4) Counterfeiters and coin-cutters.
(5) Cockatrice or death dog fighting ring.
(6) Gambling den operating behind a front.
(7) Smugglers and rum-runners.
(8) Shady bokor* with gruesome spell
components for sale.
20. Port-specific encounter. Roll a d6 on the
appropriate table below. A PIRATE PORT
welcomes pirates or is otherwise lawless. A
NEUTRAL PORT is one where the PCs dont
have a Letter of Marque and havent attacked.
A HOSTILE PORT is one where the PCs have
attacked vessels of the nation controlling the
port (or is overseen by a governor obsessed
with eradicating piracy).

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NPC Table (d8)


1.
2.
3.
4.
5.
6.
7.
8.

Colonist
Criminal
Indentured Servant
Native
Pirate
Sailor
Slave
Upper Class

Pirate Port (d6)

1. Murder (d6) the PCs witness a murder-inprogress


(1) Prostitute and client.
(2) Murderer clearly trying to implicate one
of the PCs.
(3) Prominent NPC and mysterious assassin.
(4) Pirate* vs. pirate* or royal marine*.
(5) One of the PCs allies or contacts is
attacked by agents of their enemy.
(6) A PORT BEASTIE attacking an innocent
personor are they?
2. Hijack. 3d4 buccaneers* led by a bandit
captain attempt to take the PCs ship.
3. Sellers Market. All sale prices are 20%
higher than normal, rare trade goods are
available, and smuggling increases due to a
limited supply.
4. Buyers Market. All sale prices are 20% lower
than normal, bulk discounts are available,
and greater regulation of transactions may
be enforced.
5. Parlay. The PCs are summoned to meet the
the captain and officers of another pirate
ship to discuss offers of partnership or
resolution of disputes.
6. Attack! The port is attacked by the opposing
side during Queen Annes War.

Neutral Port (d6)

1. Press Gang. 3d4 sailors* and 2d4 royal


marines* attempt to force the PCs into
service of whatever crown they serve.
2. Marque Offer. The PCs are summoned to a
meeting with the islands Governor to discuss
terms of being granted a Letter of Marque
against the Governors enemies.

3. Sellers Market. All sale prices are 20%


higher than normal, rare trade goods are
available, and smuggling increases due to a
limited supply.
4. Buyers Market. All sale prices are 20% lower
than normal, bulk discounts are available,
and greater regulation of transactions may
be enforced.
5. Recognized. (d6) An NPC recognizes the PCs,
but what do they do?
(1) Seeks revenge on one of the PCs who
killed their loved one.
(2) Reports the PCs to the authorities.
(3) Spies on the PCs.
(4) Blackmails the PCs.
(5) Tries to seduce a PC or win their favor.
(6) Offers to hire the PCs.
6. Attack! The port is attacked by the opposing
side during Queen Annes War.

Hostile Port (d6)

1. Arrest. 3d4 royal marines* led by an NPC


constable attempt to arrest the PCs so they
can be tried and convicted.
2. Secret Meeting. The PCs are summoned to a
secret meeting with a commodore* or naval
captain* or other powerful NPC to discuss a
discrete offer of employment involving shady
dealings the NPC cant be tied to.
3. Execution. A scheduled execution involves
on the PCs or one of their allies or contacts.
4. Navy. Naval warships of the ports colonial
power arrive, trapping the PCs in port until
they can find a sneaky way out.
5. Recognized. (d6) An NPC recognizes the PCs,
but what do they do?
(1) Seeks revenge on one of the PCs who
killed their loved one.
(2) Reports the PCs to the authorities.
(3) Spies on the PCs.
(4) Blackmails the PCs.
(5) Tries to seduce a PC or win their favor.
(6) Offers to hire the PCs.
6. Attack! The port is either raided by pirates or
attacked by the opposing side during Queen
Annes War.

Not for resale. Permission granted to print or photocopy this document for personal use only.

Port Beasties (d20)


1. Animals (d6)
(1) 4d6 giant rats fouling provisions, eating
pets, and spreading disease.
(2) A pack of mastiffs on the trail of a
wounded beastie.
(3) A trained baboon chittering excitedly over
something it recently stole.
(4) A parrot heckling passersby.
(5) Flock of seagulls with a sinister seagull*
among them looking for ships to vex.
(6) A trio of succarath (su-monkeys)* playing
a dangerous game of charades with dock
workers.
2. Apparitions (d4) known as duppies (Jamaica)
or jumbos (Monseratt).
(1) A banshee mourning her loves betrayal.
(2) A ghost that only appears in the light of
an oil lamp hung off an old ships prow.
(3) A specter haunting the governors manor.
(4) A wraith who comes each night to collect
the souls of debtors from prison.
3. Constructs (d4)
(1) Animated objects with a nautical theme,
possibly with a shantyman* or gnomish
inventor responsible for the strangeness.
(2) A flesh golem fleeing a mad bokor*.
(3) 2d4 gargoyles on a church or voodoo hut
animate to go on a killing spree due to the
light of an eclipse, a curse come to
fruition, or awakened by a wicked priest
to retrieve something stolen.
(4) 2d4 scarecrows as voodoo effigies given
sinister life to take a mambos* revenge.
4. Cursed Men (d4)
(1) 2d4 seaclaimed berserkers* attacking the
port led by their mind flayer captain.
(2) A group of sailors* or pirates* with the
shadow dragon template (minus bite and
shadow breath) as men who ventured too
close to the Shores of Death and are
sworn to deliver souls to a marraenoloth*.
(3) A naval captain* who doesnt realize he
has been cursed by Aztec gold and turns
into a quaggoth at the sight of blood.
(4) A group of commoners transformed into
some sort of animals like dire wolves, but
retaining their ability to speak.

5. Creepy Beasties (d6)


(1) 2d4 douen* playing pranks and luring
children away from home into the jungle.
(2) A group of duergar as cursed or foreign
dwarves in league with the powers of Hell.
(3) A flumph as a floating jellyfish that
appears at night to warn of danger posed
by aberrations. However its eerie insights
(or the promise of capturing a live flumph)
turn folk against it.
(4) A marraenoloth come to ferry a soul
whose time is overdue to the Shores of
Death, but willing to negotiate.
(5) 2d6 nothics as cloaked fortune-tellers
twisted by Abyssal pacts into macabre
voyeurs. They often foretell hangings or
drownings, and are unable to resist hiding
in the crowd during a public execution.
(6) 2d6 will-o-wisps floating at the outskirts
at night whispering of lost hopes and
ancient despair.
6. Devils (d6)
(1) A barbed devil covered in fish hooks
colloquially known as the gunpowder
devil because it acts as a gun smuggler to
the desperate. It may be accompanied by
2d4 spined devils.
(2) A bearded devil disguised as an old
whaler in a heavy coat coaxing sailors to
commit violence at any slight and mutiny
against weak captains.
(3) A bone devil as an incarnation of the Jolly
Roger able to merge with a black flag to
hide itself and feast on the crew.
(4) A chain devil disguised as a slave,
provoking slave-owners to commit
atrocities and slaves to seek bloody
revenge.
(5) An erinyes who can polymorph herself
into a ships figurehead, luring captains
and officers to conquer the weak.
(6) An imp acting as a warlock or bokors*
ingratiating familiar, urging seekers of
forbidden lore with hints of secret
treasure at a price.

Not for resale. Permission granted to print or photocopy this document for personal use only.

7. Djab (dark spirits) (d4)


(1) A shadow demon hunting down those
who slew its original form and prevented
it from returning to the Abyss
(2) A shadow summoned by power-hungry
bokor* to kill a specific target.
(3) 2d6 shadows attempting to drive out
colonial powers from the Caribbean by
the foulest of means.
(4) A water weird.
8. Doppelgnger (d6) assumes the role of a
prominent NPC who has been
(1) Killed.
(2) Held for ransom.
(3) Press-ganged.
(4) Turned over to an enemy faction.
(5) The NPC hired the doppelgnger as his or
her replacement.
(6) The NPC died of natural causes a while
ago and the doppelgnger honors their
dead friends memory.
9. Goblinoids (d4)
(1) A gang of 4d6 goblins raid the port for
supplies, and rum in particular.
(2) A ship full of hobgoblin slavers who
indiscriminately abduct freemen attempt
to disguise their presence at port. They are
led by a cruel hobgoblin captain known
as a scourge of the seas.
(3) 2d6 hobgoblin headhunters, known for
wearing the shrunken heads of their foes.
(4) A bugbear mercenary press-gang working
loosely for a colonial power. Terrifying
tales are told of them dragging daddy
away in the dead of night.
10. Hag (d4)
(1) A green hag disguised at a tavern or
trading house hinting at hopeless
ventures and revealing in despairing
sailors or luring a lovestruck noblewoman
to her doom.
(2) A night hag known as La Diablesse
corrupting mortals or leading a coven of
evil witches. However, her disguise always
has a single flaw like a cloven hoof or
backwards facing feet that reveals her
true nature.

(3) A sea hag disguised as a hideous crone


rumored to be a man-eating witch comes
to port looking to buy some roses.
(4) A sea hag haunts the port at night,
drowning drunken sailors whose bodies
are hung garishly in the rigging the next
morning. Strangely, the governor isnt
doing anything about her.
11. Kenku (d6) called keeteels in the Dark
Caribbean, they come in varied colorful
plumage much like tropical birds.
(1) A bright green parrot-like bookie for a
gambling ring which involves cockatrice
fighting.
(2) A sleek dark metallic purple smuggler of
firearms, drugs, and arcane contraband
with a shipwreck lair turned roost for a
swarm of ravens.
(3) White and colorfully crested entertainers
running a scam on the crowd.
(4) Brown keeteels conduct a ritualized
punishment wherein one of their fellows
is forced to wear heavy wooden wings as
others jeer at him.
(5) Rare black-feathered crows, often
sought by pirates to be tied to the crows
nest as superstition maintains they grant
luck spotting treasure ships.
(6) Red and grey flamboyantly crested keeteels
and cultists belong to a demon cult led by
a vrock.
12. Lycanthropes (d6)
(1) A jackalwere disguised as a beggar or
down-on-his-luck sailor seeking to lure
victims to his lamia master on an island.
(2) 2d4 seawolves* disguised as whalers prey
on innocents, press-gang sailors, and
sabotage ships.
(3) A seawolf provocateur attempting to use
the PCs for a distraction so it can break
into the armory and signal its fellows
offshore.
(4) 2d6 wererats disguised as smugglers
operate from sewers and abandoned ships.
(5) A weretiger disguised as a trapper or
fisherman visiting port.

Not for resale. Permission granted to print or photocopy this document for personal use only.

10

13.

14.

15.

16.

(6) A werewolf as a Loup Garou who gained


its lycanthropy thru a deal with the Devil
and is required to spill blood each night.
Ogre (d4)
(1) An ogre gang led by a half-ogre trying to
make them a better class of criminal.
(2) Brought to port as part of a civilizing
effort by a missionary or scientist.
(3) Working as a longshoreman and fighting
in ring at night to make ends meet.
(4) An oni disguised as a traveler or colonist
seeking ships passage, planning to
slaughter the crew one by one.
Revenant (d4)
(1) A pirate driven by a Voodoo spell to kill the
commodore* who sentenced him to hang.
(2) Mysteriously hunting down one of the
PCs allies or contacts for an old grievance.
(3) A dwarven revenant who died drinking
Rumfaustian has it in for the bartender
who served him bad liquor.
(4) A lady revenant seeking the pirate* who
press-ganged her husband and led him to
death and her to suicide.
Squicky Beasties (d4)
(1) A carrion crawler feeds on detritus from
ships being careened and bilges empties.
(2) An otyugh in mounds of offal, heaps of
composting sugar cane, or a rotting
carcass of a beached whale.
(3) 2d6 rust monsters colloquially called rust
lobsters. Theyre parasites eating
grommets from sails, nails from planks,
and triggers from muskets. The governors
office offers a reward for each carcass.
(4) A grick straying from its seaside caves
following some powerful scent.
Succubus (d4) disguised as
(1) A high-class courtesan weaving a web of
blackmail around her clients.
(2) An official in the governors office
exacerbating corruption.
(3) An agent of a secret society renewing the
Inquisition inspiring dark desires in the
priests she works alongside.
(4) The spouse of a prominent NPC who is
under her sway. They may have a
cambion offspring.

17. Vampire (d4) The vampire of the Dark


Caribbean is called a Soucoyant; it sheds its
skin like clothes when assuming mist form,
and is vulnerable to salt which affects it like
holy water.
(1) Along with 2d6 wolves, swarms of bats
and swarm of rats plague the port.
(2) Physician cant treat a woman who,
unbeknownst to the physician, is soon to
arise as a vampire spawn.
(3) A vampire spawn carrying out the
instructions of its master.
(4) The vampire disguised as a noble friend
of the governors, property owner, or head
of a trading company.
18. Yuan-ti purebloods* (1d4) disguised as
foreign merchants on a mission to
(1) Assassinate a cartographer or explorer
asking too many questions.
(2) Spy on a naval captain* with magic charts,
and sabotage the expedition if necessary.
(3) Steal back an artifact a pirate captain*
stole from their islands.
(4) Abduct slaves for their island masters.
19. Zombies & Skeletons (d6)
(1) 1d4 dread zombies* under the command
of a bokor*.
(2) 3d6 zombies under the command of a
zombie lord* leading a macabre carnival
and masking their true natures with
perfumes and masks.
(3) 3d6 uncontrolled zombies and 3d6
crawling claws mysteriously emerge from
the ocean, drawn to a specific person,
place, or object.
(4) 3d6 skeletons with the dry bones*
template making music in the graveyard
or otherwise causing mischief.
(5) A cavalcade of skeletons astride warhorse
skeletons raid the port and drag off
victims to the Shores of Death.
(6) A Voodoo celebration goes awry when the
effigy animates as a minotaur skeleton.
20. Roll d20 on the SEA BEASTIES table; it may be
injured and beached, captured by an NPC, or
an amphibian come to port to trade or raid.

Not for resale. Permission granted to print or photocopy this document for personal use only.

11

Sea Encounters

The frequency of sea encounters is governed by


the following rules. There are 3 watch periods
aboard a ship: morning watch, afternoon watch,
and night watch. There is a cumulative % change
of an encounter during each watch according to
the type of waters the PCs are sailing in.
In open ocean more than 50 miles from shore
(3%), in coastal waters less than 50 miles from
shore (10%), and in well-traveled waters about 20
miles from settlements and plied by merchant
ships (16%). For example, a ship that disembarked
early in the morning to travel coast waters has
not had an encounter for the last five watch
periods; thus, the ship would have a 60% chance
of an encounter during the night watch of the
second day.

4.

5.

Sea Encounter Table (D10)


1. Storm. See the DUNGEON MASTERS GUIDE page
110 and 117-119 for details on weather.
2. Aquatic Animals (d12)
(1) A dire squid*.
(2) Dolphins or grey/right whales.
(3) A school of giant seahorses (possibly reskinned as hippocampi).
(4) A giant whale (leviathan)*.
(5) Killer whales.
(6) Octopi.
(7) A swarm of ravens re-skinned as seagulls,
possibly with a sinister seagull* in their
midst.
(8) Sea turtles.
(9) 2d4 reef sharks, or 1d4 hunter sharks, or
a giant shark.
(10)A swarm of jellyfish*.
(11) A swarm of quippers as barracuda.
(12)An aquatic unicorn re-skinned as a wise
gentle narwhal.
3. Tiny/Small Vessel. (1d4) 1-rowboat, 2-ships
boat, 3-fishing boats, 4-barge. Roll a d6 to
determine what the vessel(s) is/are doing
(1) Going about their business.
(2) Fleeing a SEA BEASTIE, battle, or sunken ship.
(3) Looking for a treasure theyre circumspect
about sharing.
(4) Transporting an NPC of importance.

6.

7.
8.
9.
10.

(5) Dead or empty under mysterious


circumstances.
(6) In a state of distress.
Merchantman. 1d3 ships, and if there are
multiple ships there is a 50% chance that a
corvette or frigate escorts them. Roll 1d4 on
the SHIPS FLAG table to determine their
nation, and a d12 on the CARGO HOLD table for
each ship. Roll a d6 to determine what the
merchant ship(s) is/are doing
(1) Underway.
(2) Anchored, fishing, or celebrating.
(3) Engaged in naval combat.
(4) Forcing prisoners to walk the plank or
otherwise tormenting them.
(5) Divvying up soils of a recent capture.
(6) In a state of distress.
Warship. 80% solitary, 15% squadron of 3
corvettes, 5% flotilla of 1d4+2 ships. Roll 1d4 on
the SHIPS FLAG table to determine their nation.
Roll d10 on the WARSHIP SIZE table, and a d12 on
the CARGO HOLD table for each ship. Roll a d6 to
determine what the warship(s) is/are doing
(1) Underway.
(2) Anchored, fishing, or celebrating.
(3) Engaged in naval combat.
(4) Engaged in naval drills.
(5) Sending out messenger doves, using
semaphore (light signals), or magic to
communicate with colonial authorities.
(6) In a state of distress.
Pirate/Privateer. 1d3 ships led by a pirate
captain* who flies under a flag determined by
rolling 1d8 on the BLACK FLAG table. Pirate
crews are often made up of mixed races and
ethnicities. Roll a d6 to determine what the
pirate ship is doing
(1) Underway.
(2) Anchored, fishing, or celebrating.
(3) Engaged in naval combat.
(4) Forcing prisoners to walk the plank or
otherwise tormenting them.
(5) Divvying up soils of a recent capture.
(6) In a state of distress.
Sea Beastie. Roll d20 on the SEA BEASTIES table.
Crew Conflict. Roll d12 on the table.
Navigation Hazard. Roll d10 on the table below.
Special Encounter. Roll d10 on the table below.

Not for resale. Permission granted to print or photocopy this document for personal use only.

12

Ship Tables
Ships Flag (d4)
1.
2.
3.
4.

English
French
Dutch
Spanish

Warship Size (d10)

1-4. Medium (corvette/frigate)


5-7. Large (brigantine/pinnace)
8-9. Gargantuan (second rate)
10. Colossal (first rate)

Black Flag (d8)


1.
2.
3.
4.
5.
6.
7.
8.

Bartholemew Roberts Black Bart


Edward Blackbeard Teach
Calico Jack Rackham
Emanuel Wynne
Henry Every
Stede Bonnet
Thomas Tew
Jolly Roger

Cargo Hold (d12)

1.
2.
3.
4.
5.
6.

7.
8.
9.
10.
11.
12.

A PORT BEASTIE locked in the hold!


Pirate hunters! Its a trap!
Empty, recently pirated or freshly embarked.
Slaves from West Africa.
3d6 x 1,000 sp worth of bulk commodities.
3d6 x 1,000 sp worth of bulk commodities
used as cover for smuggling an important
NPC, state documents, or illicit substances.
1d4 x 1,000 gp worth of sugar.
2d4 x 1,000 gp worth of tobacco and cacao.
2d4 x 1,000 gp worth of rum and molasses.
3d4 x 1,000 gp worth of gunpowder.
A strange and wondrous device.
Treasure galleon from New Spain! Roll twice
on the treasure hoard table table in the DMG
best suiting the challenge of the encounter.
Cursed Aztec gold at the DMs discretion.

Black Bart

Blackbeard

Calico Jack

Emanuel Wynne

Henry Every

Jolly Roger

Stede Bonnet

Thomas Tew

Not for resale. Permission granted to print or photocopy this document for personal use only.

13

Random Pirate Ship Names (d100)


1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
39.
40.
41.
42.
43.
44.
45.
46.
47.
48.
49.
50.
51.

The Albatross
Assassin
Bachelors Delight
Bastard Executioner
Bedlam
The Bitter Dregs
Black Charlatan
The Black Dagger
Blind Return
The Bloody Mary
The Bloody Shame
The Bonnie Lass
Brezza Salmastra (Blackish Breeze)
Broken Bones
The Butcher of the Caribbean
Calypsos Groom
Captains Due
Charons Wake
Cry of the Seven Seas
The Coral Curse
The Cursed Cutlass
The Damned Slave
La Danza Macabra
Davy Jones Executioner
Dead Mans Chest
Dead Reckoning
Devils Doom
Devils Grog
The Devils Maw
Draft of Damnation
The Drowned Witch
Eel Wind
The Epithet
The First Resort
The Fall of Atlantis
Fighting Seacat
The Florida Queen
Ghostly Seadog
The God Help Us
Golden Ruination
Governors Disgrace
Hades Doom
The Hail Mary
Hangman
Hell Hound
Howling Knave
The Ill Omen
The Kraken
Kiss of Death
Lady Strumpet
The Last Argument

52. Last Rights


53. The Lustful Corsair
54. Maelstrom
55. Maidens Blood
56. The Manticore
57. Midnight Rose
58. Monkeebutt
59. Mourning Star
60. Murderers Knave
61. The Murderous Sea
62. The Narwhal
63. The Naughty Nixie
64. Neptunes Whore
65. Nights Cry
66. Nights Dirty Lightning
67. Poseidons Saber
68. Privateers Death
69. Privateers Sinful Gold
70. Profit and Loss
71. Pyrrhic Victory
72. The Ravager
73. The Red Grail
74. The Robbers Hood
75. Rogues Revenge
76. Rogue Wave
77. Rumfaustian
78. The Salamander
79. The Scimitar
80. Sargasso Sea
81. The Savage Love
82. Scourge of the Depths
83. The Sea Hag
84. Seas Hellish Plague
85. Sea Nymph
86. The Seawolf
87. Selkies Bane
88. The Specter
89. The Silent Mermaid
90. Sins of my Father
91. Storm of the Century
92. Tainted Minnow
93. Evil Tide
94. The Vile Galley
95. Virgins Scourge
96. Vulgar Unicorn
97. Wave Dancer
98. The Wicked Wench
99. Widowmaker
100.Woe of Europe

IPS

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Not for resale. Permission granted to print or photocopy this document for personal use only.

HM

14

Sea Beasties (d20)


1. The Kraken! Say your prayers!
2. Aboleth servitors (d4)
(1) Boarding party of skum* sent to retrieve
captives for their aboleth masters.
(2) A lone skum* beginning to develop
telepathy with other races is found gasping
on deck. The crew want to kill it. while a
chuul is in pursuit of the renegade.
(3) All fresh water on the ship becomes
supernaturally fouled. Skum* and chuul
cling to the underside of the hull, waiting
for crew to weaken from dehydration
before attacking.
(4) A waterproof scroll case floats by,
containing a treasure map to nearby
rocky islands, though the map doesnt
mention the chuul guarding the treasure.
3. Coelenite*
(1) Sailor showing off pieces of dead
coelenite* suddenly notices coral
creatures slipping over the side of the
deck to reclaim the piece of itself.
(2) A coelenite* grown over skeletons or
zombies controls their actions.
(3) Coral with bits of ship parts imbedded in
it as warning. Any ships approaching are
slowly engulfed by coelenite*.
(4) Crew member spots a coelenite* colony
and tries to talk the captain into attacking
as the husks will fetch a handsome price.
4. Cloaker, aquatic (d4)
(1) Hides in shallows waiting for sailors to
come ashore before attacking.
(2) Coral reef devoid of life but teeming with
manta rays and filled with strange totems.
(3) 1d4 cloakers attack by leaping across the
bow to drag crew off the ship one-by-one.
(4) A vampiric cloaker attempts to drain the
life of one crew member, turning him into
a vampire spawn who then will attempt
to sabotage the ship.
5. Dragon turtle (d4) known among Latin
scholars as an Aspidochelone.
(1) Halfling tribal village on the shell appears
to be a floating island.
(2) Only its head emerges to demand tribute,
though otherwise it is sociable, relating

tales of pirates and sunken throughout


history.
(3) It is sick and regurgitating any treasure it
last swallowed.
(4) Viciously attacks the ship, potentially
with sahuagin* followers, in wrath for the
death of its mate at the hands of evil
adventurers.
6. Elemental (d4)
(1) A caller from the deeps* entrances several
crew members.
(2) 1d6 evil water weirds squirt fountains
playfully at crew before turning deadly.
(3) A water elemental known as Ailusairad,
the Voodoo spirit of the ocean aligned
with the loa Agw. It has the ability to
control water as per the spell.
(4) An air elemental known as Badessy the
Wind, the Voodoo spirit of the sky aligned
with the loa Damballa. It has the ability to
control weather as per the spell.
7. Ghost (d4) known as sea sprites by sailors.
(1) Spectral lights move in the waters and the
winds drops to chill breeze, causing
freezing temperatures aboard. Crew
become terrified that theyve entered
haunted waters.
(2) A member of the ship mysteriously lights
a lantern in the pale fog, summoning a
ghost who he appears to speak with for
hours, though observers do not hear the
ghost make any sound. Slowly, the NPC
exhibits increasingly erratic behavior.
(3) Crew are worried about one of their
members who is consumed with guilt for
throwing a man overboard and offering
no blessing for his souls rest. If nothing is
done to assuage his guilt in three days, a
ghost comes to murder him.
(4) A specter (poltergeist) haunts the
captains cabin, conjured by a vengeful
bokor*. Its conjuring bag, hidden
somewhere onboard must be destroyed.
8. Hydra (d4) known as a Lusca in the Dark
Caribbean, appearing as a shark-octopus
hybrid with tentacle grab attacks.
(1) Floats asleep or in torpor, with only one
head barely awake eyeing the ship groggily.

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15

(2) A blue hole of opaque cobalt blue water


caused by an underwater sinkhole
provides the perfect spot for the Lusca to
attack from under the ship.
(3) Feasts on the floating carcass of a whale,
rumbling pleased with itself.
(4) Swimming fast and preparing to dive, the
Lusca has multiple harpoons stuck in it,
one with a line a dwarven whaler hangs
on to tenaciously.
9. Jenny Hanniver* (d4)
(1) A school of 3d4 jenny hannivers* gnaws
on rope ladders, sounding lines, and
fishing nets.
(2) A group of 1d4 jenny hannivers* attack a
man fallen overboard.
(3) A large school of 5d4 jenny hannivers*
swarm about chum that the fishing crew
have thrown overboard, growing
increasingly aggressive and numerous.
(4) A lone jenny hanniver* has a staring
contest with one of the animals aboard.
10. Merfolk (d6)
(1) Beautiful merfolk known as Onijegi with a
Carib native appearance flirt with sailors
and offer seashell necklaces for kisses. If
pleased, the Onijegi bless the ship with
favorable weather for the day. If
displeased, however, they curse the ship
with no wind or a storm.
(2) A group of sea monks who appear as
merfolk wearing monastic robes. They
enjoy discussing Christian theology and
fish symbolism.
(3) A lone merfolk wounded and exhausted
clinging to the side of the ship.
(4) A group of merfolk shyly watch the ship
from afar before one approaches to
inquire of her missing human husband.
(5) 4d6 merfolk sabotage harpoons, steal
fishing nets, and play tricks on the crew.
(6) 4d6 merfolk sing sea shanties and play
starfish catch with the crew while
swimming alongside the ship. Increase
the crews quality by one rank while the
merfolk accompany the ship.

11. Merrow (d6)


(1) Merrow territory is marked by bloody
water and kelp strands tied about dead
sailors.
(2) 1d4 merrow attach sea detritus to the
bottom of the hull with spikes, the drag
slowing the ship enough for a larger
group of 4d4 merrow to catch up.
(3) 2d4 merrow attack, attempting to yank
crew overboard and take them under.
(4) 4d4 merrow hunting aquatic animals or a
tribe of merfolk.
(5) Lone merrow ostracized from its clan for
sparing a merfolks life for her singing.
(6) What appears to be a group of 3d4
mermaids is actually merrow under a
seeming spell cast by a sea witch.
12. Mind Flayer (d4) Amphibious captains of
Abyssal ships manned by skum and
seaclaimed human thralls.
(1) A mind flayer captain is on a mission to
ensure a sailor who made a deal with an
Abyssal Lord pays his due, or to recover a
seaclaimed* deserter. In either case, the
sailor or deserter proclaims innocence.
(2) A mind flayer arcanist with an intellect
devourer familiar feigns civility and
invites the PCs to negotiate a truce in its
captains cabin. Monkey brain is served
while genteelly making a request for half
your crew as my slaves.
(3) A ship appears to be a normal vessel and
the crew invites the PCs aboard for a
concert. In reality, on a few frightened
crew are left alive while the rest have had
their brains extracted and been enthralled
by the mind flayer. The concert turns
out to be the enthralled singing a
madness-inducing dirge.
(4) Strange braille-like markings (Quallith)
are found alongside the hull of the ship.
Comprehend languages reveals they are the
ships heading. Someone aboard is a mind
flayer thrall! And their master isnt far
behind soon to burst forth from under
the sea, all cannons blazing, firing
intellect devourers onto the deck!

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16

THE BLACK SPOT


THE DREADED BLACK SPOT IS
ENOUGH TO MAKE SAILORS TURN ON
THEIR OWN.

SOME BEASTIES, LIKE THE

MIND FLAYERS, ARE ABLE TO PLACE

THEIR BLACK SPOT UPON A LIVING


CREATURE, TAKING THE FORM OF A

MYSTERIOUS TATTOO OR INDISTINCT


DARK BLEMISH THAT OTHER SAILORS
IMMEDIATELY RECOGNIZE.

13. Sahuagin (d4)


(1) Debris of a ship is soon followed by the
ominous drone of sahuagin hunting
horns and a single NPC swimmer appears
on the horizon fleeing 5d4 sahuagin
pursuing him or her.
(2) A sahuagin baron riding a giant shark
demands tribute for passing thru his
demesnesand any elves aboard.
(3) 5d4 sahuagin fill the water, watching with
predatory eyes, but dont attack until they
smell fresh blood.
(4) One of the crew has been making
superstitious offerings of meat to the
ocean, and now a sahuagin priestess and
scores of hunter sharks circle the ship.
14. Sea Elves (d4)
(1) Drow, as amphibious sea elves, form a
raiding party accompanied by giant eels*,
waiting till midnight to ambush the ship.
(2) Barrels of smoking oil surface around the
ship creating a smoke cloud which drow,
as amphibious sea elves, use to sneak
aboard to poison and sabotage.
(3) A triton* chained to a massive floating
crab shell is used as a lure by drow, as
amphibious sea elves, hidden nearby.
(4) A procession of tritons* accompanied by a
variety of aquatic animals and merfolk.
15. Sea Hag (d4)
(1) Exacting revenge on something beautiful.
(2) She has unrequited love for an ugly sailor.
(3) In disguise, she leads the ship to its doom
or the captain on the path of evil.
(4) Three sea hag sisters emerge from the
ocean on a dark and stormy night to
prophesy doom for the ship.

16. Sea Serpent (d4)


(1) A giant poisonous snake bit one of the
crew members hauling it up in his nets.
Unless the snake is caught and an
antidote concocted from its venom, the
poor sailor will surely perish.
(2) Eerie screams echo from the water,
actually a mating call of 2d4 screeching
giant eels*.
(3) A plesiosaurus emerges near the bow of
the ship to watch the crew curiously and
appraise its next meal. If attacked, it rams
the ship several times in a display of
territorial aggression before swimming off.
(4) A giant crocodile - a kronosaurus attacks the ships crew mercilessly, though
it might be distracted with a food decoy.
17. Seaweed Monster (d4)
(1) A kelpie* appearing as a green-clad
woman, green horse, or hippocampus to
lure sailors into her deadly embrace.
(2) A kelpie* trails the ship, telepathically filling
the crews dreams with sacrificial offering
of one of their number to the sea gods.
(3) A gibbering mouther or black pudding as
an amphibious Shoggoth crudely
disguised as a kelp bed.
(4) A group of blights are sea plants animated
by an old curse upon the waters.
18. Seawolf / Selkie (d4)
(1) 2d4 seawolves* hunt down sailors and
sabotage the ship.
(2) A ship of especially cruel pirates
captained by Franois LOlonnais, a
vicious French pirate believed dead, are
actually seawolves* created by LOlonnais.
(3) A pack of seawolves* hunt down selkies*.
(4) A group of selkies* in seal form gather
around the ship curious. They can be
convinced to trade what theyve found
scavenging sunken ships.
19. Siren (d4) The Ciguapas of Hispaola are
sometimes accompanied by charmed men or
amphibious harpies (immature sirens).
(1) The sirens call to sailors from rocks
surrounded by shallow water.

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17

(2) The sirens flirt up close with sailors and


offer their deadly songs as gifts to the
ignorant crew members.
(3) Mama Dglo, also called maman du leau, is
a man-eating siren who can assume the
form of a woman on land and cast spells
as an 8th level bard.
(4) Undead sirens appear as beautiful women
until one joins them in the water when
their true horrific faces are revealed.
20. Troll (d4) Amphibious scrags are proficient in
Stealth but can only regenerate in saltwater.
(1) Crates and barrels float in the water, each
containing loathsome limbs of a troll that
was hacked into pieces.
(2) A group of 2d4 trolls trail the ship until
nightfall then sneak aboard to slaughter
sailors in their sleep.
(3) A lone troll is lured over by the smell of
cooking. Though it is too cowardly to
attack, it whines persistently for food.
(4) Sent by a sea hag, storm giant, or bokor*,
a troll intends to steal something (or
someone) from the ship.

Crew Conflicts (d12)


1. Crew are shirking their duties due to fatigue,
superstitious, disagreement, or laziness.
2. Crew have singled out one crew member as a
cursed Jonah and pile abuse on him. The
poor sailor may throw himself overboard or
suicide if a stop isnt put to it.
3. A stowaway from the last port or island the
ship was at is discovered in the hold.
4. A crew member is revealed to have a secret
identity, like a spy, a woman-in-disguise, or a
criminal with a bounty on their head.
5. A crew member is agitating against the captain.

6. A crew member is missing. What happened


to him? Roll a d6!
(1) Murdered.
(2) Deserted, either port or using the ships boat.
(3) Locked in a chest as a prank.
(4) Lured away by a pretty SEA BEASTIE.
(5) Passed out drunk in the hold.
(6) Vanished without a trace maybe they
were a ghost? Maybe theyll show up later?
7. Precious cargo, navigation charts, or some
other important item is missing, stolen by
one or more of the crew.
8. A fight breaks out. What started? Roll a d6!
(1) Ethnic or religious conflict.
(2) Cheating at gambling.
(3) How to divvy booty.
(4) Who messed up the bowline in the rigging.
(5) Opinions on the captain are divided.
(6) Some stupid petty macho reason.
9. Some supplied have spoiled. Roll a d100 to
determine the percentage (%) that have gone
bad as well as the amount of crew sick with
good poisoning. Until healed or given a long
rest, the crew are unable to tend their posts.
10. Fire breaks out on the galley, dealing 17 (5d6)
fire damage to the ship each round until it is
extinguished or the ship burns.
11. Sickness spreads through the crew. If the
captain is an NPC he or she may implement a
quarantine. What is the malady? Roll a d8!
(1) Dysentery. Its the craps!
(2) Malaria. Wouldnt marry ya!
(3) Scurvy. A lemon a day keeps the scurvy away!
(4) Yellow fever. Goodbye fever!
(5) Cackle fever. No laughing matter! (see
Disease in the DMG p. 257)
(6) Sewer plague. Ah, rats! (see Disease in
the DMG p. 257)
(7) Sight rot. Didnt see that coming! (see
Disease in the DMG p. 257)
(8) A magical disease like lycanthropy or
mummy rot. Nothing magical about it!
12. One or more members of the crew are
behaving erratically from too much time at
sea (see Madness in the DMG p. 258). This
could be comical superstition or sinister
sabotage. A few days in port ought to cure the
madness or a good keelhauling.

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18

Navigation Hazards (d10)


1. Doldrums. Whether a naturally occurring
stretch of ocean untouched by winds, or a
region of dead calm cursed by an evil sea
god, no breeze stirs to catch the sails and no
current offers escape for 10d10 nautical
miles. Sargasso mats and undead are
common. The weather is hot and dry, and
sailors must make a Constitution saving
throw (DC 10 + 1 per day trapped) each day to
avoid becoming sun-touched. Sun-touched
sailors suffer a level of exhaustion and 1d4
Wisdom damage. If a sailors Wisdom is
reduced to 0, they are compelled to drink
saltwater and/or swim off.
2. Lost. The ship has gone woefully off course,
possibly due to magic, the Bermuda Triangle,
bad charts, a landmark that shifted, or
strange tides conjured by an evil sea god.
3. Marine Minefield. Marine mines were just
beginning to be used during Queen Annes
War, though they are jury-rigged
temperamental devices. During first watch,
the mines may be spotted with a passive
Perception score of 15. If they are not spotted,
the helmsman must try to steer around them
with a DC 15 Dexterity (water vehicles) check.
Striking a mine has a 75% change of
triggering an explosion equivalent to 1d4
barrels of gunpowder (20 fire damage each).
4. Rogue Waves. Gargantuan waves several
stories tall (some even surpassing 100 feet!)
come at the ship, threatening to capsize it. If
the ship is moving at least 12 knots, a
helmsman can navigate the waves with a DC
25 Dexterity (water vehicles) check.
Alternately, a cleric of 10th level or higher
may attempt to call on Divine Intercession to
be saved, while a character with ties to the
Abyss might form a pact with an Abyssal Lord
to spare them. Otherwise, the players must
roll 2d6 for the ship. A result of 2-5 indicates
it has been capsized and destroyed, with crew
left to fend for themselves in deadly waters. A
result of 6-11 indicates the ship is severely
damaged and several crew were lost, but they
survived. A roll of 12 indicates a miraculous
safe passage thru the rogue waves!

5. Sargasso. Sargasso consists of gigantic thick


matted clumps of seaweed that slow any ship
entering it to a standstill. Sargasso mats can
be walked across as difficult terrain, but a DC
15 Dexterity (Acrobatics) check may be
required at some points to avoid falling thru.
Often, sargasso mats are the site of derelict
slime-covered ships, rotting carcasses, and
scavenging SEA BEASTIES.
6. Sea of Stars. Blue bioluminescent
phytoplankton glimmers in the astoundingly
reflective waters at night. Charisma checks
are required to get crew to follow the
simplest of commands, otherwise they
simply stare amazed. Looking too long at
images reflected in the water requires a DC 12
Wisdom saving throw or the character is
charmed by the sea of stars and tries to jump
overboard. In some cases, the night sky might
seem to descend into the sea and the entire
crew experience strange visions as per the
dream spell or a sensation of flying. There is a
50% change that sirens* or ABYSSAL BEASTIES
will be encountered.
7. Shallow Waters. A shoal, reef, sandbar, or
tidal marsh presents a danger to ships with a
deep draft.
8. Saint Elmos Fire. Named after the patron
saint of sailors, Saint Elmos Fire manifests as
blue-green flames or spheres of light at the
top of the masts and dancing along the
yardarms. Though sailors regard it as good
luck - increasing crew quality by one rank for
several hours thereafter - it actually signals
great atmospheric electricity. This interferes
with the functioning of compasses and
signals an impending lightning storm.
9. Shores of Death. A strange fog covers 1d6
square nautical miles, reducing visibility to
300 feet or less. It chills the bone and echoes
with voices of the dead. Reduce crew quality
by one rank while in the fog. Will-o-wisps
can be seen in the distance and numerous
skiffs bearing the recently dead to their
judgment crawl thru the fog pilots by
marraenoloths*.
10. Waterspouts. Short-lived convective winds
(1d6 x 10 minutes) create 1d6 mini-tornadoes

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19

over the water with the potential to carry


unsecured creatures and objects aloft. A
helmsman who recognizes the danger can
adopt a 90 course away from the waterspouts
direction of travel to avoid them.

Special Sea Encounters (d10)


1. Land Ho! An uncharted island is spotted.
Refer to the Island Encounters tables.
2. Maelstrom. A storm of vengeance spell
coupled with massive whirlpools.
3. Shipwreck. (d4)
(1) Rapidly sinking ship with 5d10 survivors
and d100% of its cargo intact. Roll on the
CARGO HOLD table to determine what the
ship was carrying.
(2) Ship is smashed on rocks or beach with
no or few survivors.
(3) Ship is wrecked on shoal or reef, halfsubmerged, and overgrown with sea life.
(4) Shattered remnants of a demolished ship,
likely destroyed in naval combat.
4. Ghost Ship. A ghost ship haunts the waters.
Roll on the WARSHIP SIZE table. Roll a d6 to
determine the composition of the crew:
(1) Zombies.
(2) Shadows.
(3) Amphibious ghouls called lacedons.
(4) Specters.
(5) Wights.
(6) Vampire spawn.
Roll a d8 to determine the captains nature:
(1) Zombie lord*.
(2) Ghast.
(3) Ghost.
(4) Revenant.
(5) Wraith.
(6) Vampire.
(7) Death knight.
(8) Lich.
Roll a d6 to determine their motivation:
(1) Lift a curse.
(2) Take revenge on an enemy.
(3) Increase the size of their crew.
(4) Fulfill an oath the captain made in life.
(5) Reach the Shores of Death.
(6) Destroy another ghost ship in a cycle they
are doomed to reenact for eternity.

5. Thing in the Hold. What monster lurks in


the ships hold? Roll a d6!
(1) Roll on the PORT BEASTIES table.
(2) Roll on the ABYSSAL BEASTIES table.
(3) A mimic.
(4) A crew members nightmare made
manifest.
(5) Creepy crawlies like stirges, giant
centipedes, and swarms of insects
hatched from dire weevils.
(6) A stowaway of a sniveling monstrous
humanoid race like a goblin or kobold.
6. Enemy. One of the PCs enemies has located
their ship and devised a cunning strategy to
take them down.
7. Castaway. A single castaway marooned on a
sandbar or floating on a piece of flotsam.
What is their story? Roll a d6!
(1) Led a failed mutiny against their captain.
(2) Refused to accept a new captain instilled
by mutiny.
(3) Thrown overboard as a traitor, true or not.
(4) Knocked overboard during a storm.
(5) Knocked overboard during a naval battle
and their captain abandoned them.
(6) Suffers severe amnesia.
8. Legend of Piracy. Roll a d6!
(1) Benjamin Hornigold of the Mary Anne.
(2) Henry Jennings.
(3) Edward Blackbeard Teach of Queen
Annes Revenge.
(4) Calico Jack Rackham, Anne Bonny, and
Mary Reade.
(5) Bartholemew Black Bart Roberts of the
Royal Rover.
(6) Charles Vane of the Ranger.
9. Loa / Sea God(ess). Roll a d6!
(1) Agw, Load of the Tides.
(2) Damballah.
(3) Simbi.
(4) Neptune / Poseidon.
(5) Calypso.
(6) One of the Lords of the Abyss.
10. Spanish Treasure Fleet. Fleet of ships
carrying South American treasures back to
Spain. Treat this as multiple ships with a
result of 12 on the CARGO HOLD table.

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20

Island Encounters

When rolling encounters for an island, roll 1d4


times on the ISLAND FEATURES table and 1d4 times
on the ISLAND BEASTIES table, then combine the
results.

Island Features (d20)


1. Active Volcano. Periodically the volcano
belches forth ash or causes tremors, and lava
flows can be found on one side of the island.
2. Beach (d6)
(1) Strange colored scintillating sands,
potentially quicksand or sinkholes (see
the DMG pg. 110).
(2) Debris including ship parts, bones, sea glass,
mollusk shells, messages in a bottle, etc.
(3) Hundreds of crabs and giant crabs.
(4) Hundreds of shore birds nesting on bluffs
overlooking resting seals and turtles.
(5) Mirthful faces form in the surf, and
anyone going for a swim removes a level
of exhaustion but finds a trinket of their
gone missing.
(6) Blowholes send ocean spray dozens of feet in
the air and sucking currents form riptides.

3. Buried Treasure (d6)


(1) The trees are adorned with the waxcovered hands of corpses which point the
way to treasure when their fingers are lit
on fire, but also continually cast animate
dead every 10 minutes while lit.
(2) Treasure in a cave is protected by a
gauntlet of traps.
(3) A cache of food, water, sails, pistols, and
powder is in a makeshift cellar.
(4) A complex treasure map is worked into
the landscape, but the whole picture is
only visible from a lookout point above.
(5) A treasure chest that was already dug up,
but may or may not be opened.
(6) A sunken shipwreck just off the islands
coast holds the treasure.
4. Carcass (d4)
(1) A massive skeleton covered with canvas
has been turned into a ramshackle
dwelling.
(2) A dire squid carcass is feasted on by gulls
with malign red eyes.
(3) A small ship was swallowed by a whale
that has long since decayed, and the ship
could be restored to working order.
(4) Despite grievous wounds, a beached
whale still clings to life by a thread.
5. Chasms and Rope Bridges. 40-100 foot long
tropical chasms are spanned by crude rope
bridges entwined with vines. Crossing these
narrow bridges requires a DC 8 Dexterity
(Acrobatics) check or a character slips and
may fall. If there are multiple islands, the
bridges connect them.
6. Cove (d6)
(1) The hideout of a group of buccaneers* or
pirates*.
(2) Enchanting waters of the cove lure
creatures failing a DC 15 Wisdom saving
throw to swim. However, the waters are
treacherous and humanoids entering
immediately being drowning.
(3) The cove is peaceful with tropical birds on
the cliffs and a white sand beach.
(4) Numerous forested islets and sea stack
make the cove a maze to navigate.

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21

7.

8.

9.

10.

(5) A perfectly clear diving hole has abundant


fish and lobster.
(6) A stone arch at the coves entrance boasts
waterfalls pouring over the cliffs into the
ocean.
Cursed (d6)
(1) Leaving the island is next to impossible;
treacherous reef, pounding waves, storms,
sabotage, and unbelievable circumstances
conspire to keep creatures on the island.
(2) Inanimate objects taken from the island
are cursed, either causing shipwrecks or
turning into animated objects or mimics.
(3) The island makes creatures forget what
they experienced there, like the Feywild
(see the DMG pg. 50).
(4) Anyone who leaves the island is plagued
by dreams of its beauty and longs to
return, like Arborea (see the DMG pg. 60).
(5) The island curses anyone who eats its
fruit with bad luck.
(6) The island gradually drives anyone
staying there more than a few days insane
(see the DMG pg. 258).
Graves (d6)
(1) Mass graves of dead colonists or tribesfolk.
(2) Crows cages with corpses suspended over
a howling chasm.
(3) Elevated platforms in the trees or
mountaintops with bundled corpses left
for the vultures.
(4) Neatly dug graves marked with white
wooden crosses. Close study of the crosses
reveals a hidden message.
(5) A crude pirates grave with a makeshift
headstone bearing a humorous epitaph.
(6) A tomb consisting of a stepped pyramid or
burial mound.
Hazards (d6)
(1) Booby traps (see the DMG pg. 120-123).
(2) Quicksand (see the DMG pg. 110).
(3) Fire swamp.
(4) Earthquake and/or avalanche.
(5) Scalding precipitation.
(6) Disease.
Isle of the Dead. Eerie fog surrounds the
island which is a planar passage to the Shores

of Death. Dead NPCs and PCs may be


encountered. Hungering shades periodically
swarm areas but can be deterred with spilled
blood or wine. Periodically small ships
piloted by marraenoloths come bearing souls
of the freshly dead. Living humanoids who
die on the island animate as undead. The
island is governed by a Guede Loa, djab (dark
spirit), or powerful undead like a death
knight, lich, or mummy lord.
11. Jungle. (d6)
(1) Viper trees are hidden among normal
trees, animating as giant poisonous
snakes when blood is spilled nearby.
(2) Cacophony of insects and mosquitos
make sleep virtually impossible.
(3) Incredibly dense difficult terrain must be
hacked through with machetes.
(4) There is a brooding dark presence in the
jungle. Dozens of glowing eyes watch
campfires at night and whispers call out
during the day from various directions.
(5) Many medicinal herbs grow under the
canopy, components for antidotes and
potions of healing.
(6) Poisonous tropical trees irritate exposed
skin, ooze acidic sap, and yield poisonous
fruits. Local creatures will have tapped
into these, poisoning their weapons.
12. Magic (d6)
(1) Areas of the island are wild magic or dead
magic zones, emulating the sorcerers
Wild Magic Surge table in the PHB and
the antimagic field spell, respectively.
(2) Time is distorted on the island, akin to the
Feywild (see the DMG pg. 50).
(3) Tracks vanish entirely within an hour,
compasses spin like crazy, and divination
magic gives inconclusive results.
(4) The island is living, and communicates
telepathically with spellcasters, demanding
sacrifices and driving them mad.
(5) Local animals like crabs and baboons are
inordinately curious of sailors and steal
complex tools when they arent looking.
(6) Music filters thru the air and anyone
finding the source gains a blessing or
charm (see the DMG pg. 228)

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22

13. Phantom Island (d6)


(1) The island is actually slowly drifting, a
problem when returning to where you
were last anchored.
(2) The island is actually the back of an
enormous dragon turtle.
(3) The island shifts between this world and
another world entirely.
(4) The island may never be discovered by the
same sailors twice, wind and tide
conspiring against being found again.
(5) The island has been improperly named on
charts and is actually another island entirely.
(6) Bizarre tectonic activity causes the island
to sink beneath the waves every 100 years
only to rise up again.
14. Ruins (d6)
(1) South American dwarven megaliths that
once formed a summoning or
teleportation circle.
(2) Mayan elven stepped pyramid with
stylized animal carvings.
(3) Partially submerged stone pier
foundations of triton origin depicting
scenes of the splintering of the ancient
race into drow, elves, and tritons.
(4) Massive stone heads with Arawak or
Carib likeness.
(5) Partially collapsed subterranean ruins
sized for halflings and gnomes.
(6) Ruined colonial military fort or church.
15. Sea Caves. They are accessible (d4)
(1) Only by underwater tunnels.
(2) Only at low tide.
(3) Only by small ship or swimming.
(4) Only via a steep descent or ascent.
What will you find there? (d6)
(1) Dead pirates hanging from makeshift
gallows.
(2) Several treasure chests glittering in the
depths, possibly a lure set by a SEA BEASTIE.
(3) A large population of albatross,
cormorants, and other shorebirds.
Possibly even some giant bats.
(4) Creepy calcite formations vaguely look
like tortured faces.
(5) Flotsam with a few salvageable items.
(6) Paintings on walls with a cryptic message.

16. Settlement (d6)


(1) Dwarven fishing village with exquisite
stonework.
(2) Mist-shrouded elven pilgrimage site with
white ships at berth.
(3) Pygmy (wood gnome) village afraid of
outsiders.
(4) Halfling village with lengthy trade rituals
replete with storytelling, offers of
marriage, and copious pipe smoking.
(5) Native human village, Arawak or Carib.
(6) Colonial human outpost and tent town
on the beach.
17. Shipwreck. You can use other Sea
Encounters tables to flesh out the ship itself.
To determine what happened, roll a d6!
(1) The ship is utterly smashed to pieces as if
thrown thru the air.
(2) The ships hull was crushed by a giant
tentacled monsters.
(3) The ship smashed upon rocks or reef.
(4) The ship inexplicably wrecked near the
center of the island.
(5) The ship was damaged in a naval battle
and ran aground.
(6) The ship is very old and buried in sand
but otherwise seems undamaged. There is
a 25% change that some of the cargo is
salvageable; roll on the CARGO HOLD table.
18. Totem (d10)
(1) Wooden pole carved in the likeness of
predators hunting prey.
(2) Stone carved with the South American
jaguar, serpent, and eagle trifecta.
(3) Primitive bloodstained altar.
(4) Feather and bones fetishes hang from trees.
(5) Human skulls mounted on pikes.
(6) Masthead of a ship lost at sea adorned
with paint, garlands, and surrounded by
votary candles.
(7) Statue of the Madonna and child.
(8) Large rough-hewn wooden cross.
(9) Altar made in the likeness of a sea
monsters overlooking the cliffs.
(10)Eternally burning intelligent brazier or
torch with the spellcasting abilities of a
10th level cleric. Its powers are lost if it is
ever removed from the island.

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23

19. Voodoo (d6)


(1) A bokor* or houngan/mambos* hut filled
with gris-gris.
(2) Signs of a ritual feast with Veve symbols
marking an old Voodoo site.
(3) Shrunken heads throughout the island
pose riddles and tell terrible jokes.
(4) Hot foot powder traps are scattered
across the island, causing anyone coming
into contact with one to feel the urge to
leave the island as soon as possible.
Anyone afflicted by this curse attracts the
ire of the native inhabitants.
(5) Corpses of white men in slave shackles,
their bodies arranged to spell the Latin
word Vindicta.
(6) The veil is thin on the island and one or
more Load can appear in any reflective
surface or in dreams of the faithful.
20. Water Feature. Roll a d6 to determine the
basic form of the water feature:
(1) Creek
(2) Rice terrace.
(3) Sacred spring.
(4) Swamp.
(5) Tide pools.
(6) Sacred spring.
Shall we go for a swim? Roll a d6!
(1) Yes! The leeches would love you. Reduce
maximum hit points by 5 until treated.
(2) Yes! The guardian spirits would love to
take 10 years from your delicious life.
(3) Yes! The bacteria will have a field day.
Make a DC 10 Constitution saving throw or
suffer a level of exhaustion. If drinking the
water, no save is allowed and the drinker is
poisoned until taking a long rest.
(4) Yes! Its perfectly safe.
(5) Yes! The guardian spirits may grant those
who observe the proper bathing ritual a
blessing or 10 years added to their life
expectancy.
(6) Yes! Its magic water that permanently
grants +1 Charisma to anyone bathing for
at least 1 hour. However, anyone bathing
must make a DC 15 Wisdom saving throw
or spend 2d12 hours lost in reverie they
share an intimate secret.

TREASURE M

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Island Beasties (d20)


1. Constructs (d4)
(1) 1d6 helmed horrors as cursed Spanish
conquistadors.
(2) 2d6 scarecrow as savage effigies come to
life at the behest of their bokor* master.
(3) A shield guardian with a great African
shield stretched with leopard skin stands
lonely vigil, awaiting its long absent master.
(4) An ancient statue is actually a clay golem
that awaits activation with a magical key
or command word.
2. Dark Predator (d6)
(1) A lamia and her jackalwere hunters treat
the island as their personal hunting ground.
(2) A mind flayer singles out a spellcaster PC,
dominating various beasts to stalk them,
attempting to drive them to madness or
death.
(3) An oni drops bits of treasure, seeking to
divide and conquer the PCs.
(4) An owlbear as the stork-legged
Chickcharney of the Bahamas has a speed
of 50, prehensile claws, and Stealth
proficiency. Sailors believe it has the
power to bestow or steal luck.
(5) A panther with the shadow dragon
template, resistance to non-magical
weapons, and a taste for man-flesh.
(6) A tyrannosaurus rex.

Not for resale. Permission granted to print or photocopy this document for personal use only.

24

3. Demon Cult. A mask-wearing bar-lgura leads


a savage cult of dretches, carnivorous apes,
and cultists. What is its goal? Roll a d6!
(1) Sacrifice enough souls to summon a
goristro.
(2) Whip its followers into a fighting frenzy
to seize a ship and escape the island.
(3) Find a suitably villainous soul to replace
the dying bar-lgura.
(4) Prove to a captive philosopher that man is
merely a base animal.
4. Djab. The Dark Caribbean is filled with dark
spirits ranging from the wise to the horrible.
For example, a shadow demon might appear
as a diminished djab attempting to make a
deal with Voodoo practitioners to restore its
power, while a vengeful bokor* might
summon shadows against his enemy. True
djab, however, are beyond the physical world,
and are better thought of as the sorts of
entities a warlock makes a pact with.
5. Flying Beasties (d12)
(1) Aarakocra, rare bird-people believed by
pirates to hatch a golden nugget from
their throat.
(2) A chimera guarding a crown said to grant
immortality to the worthy. Its dragonhead would have claimed the crown long
ago, but the other heads disagreed.
(3) 2d6 wild cockatrices, possibly pursued by
kenku attempting to capture them for use
in cockatrice fighting rings in Nassau.
(4) A flight of griffons or hippogriffs dance
around the island amidst rainbows.
(5) 2d6 harpies (immature sirens) engage in a
cat-and-mouse hunt of the PCs,
attempting to prove themselves to their
siren* mother waiting offshore.
(6) An exceptionally lazy manticore
worshipped by any humanoids on the
island with gifts of food and incense.
(7) A lone black pegasus.
(8) 2d6 perytons as all that remains of a
cursed Mayan elvish people.
(9) 2d6 pteranodons mercilessly hunt
anything and everything smaller than
them.

6.

7.

8.

9.

(10)A roc sleeps on the islands peak, but


prefers to hunt at sea.
(11)3d10 stirges lurk near water or come out
at night, fleeing at any sign of hostility
only to return again with double their
number.
(12)1d4 wyverns tear apart any herd animals
present on the island.
Giant Animals. Islands of the Dark
Caribbean teem with wildlife. Any of the
giant beasts from the Miscellaneous
Creatures section of the MONSTER MANUAL
could be encountered.
Giants and Kin (d8)
(1) A tusked cyclops always forgetting where
it put its herd of giant goats.
(2) 1d12 hill giants that treat the island as a
playground. Their favored sport is kicking
a human skull about like ball.
(3) An ettin that contemplates a way to
escape its island prison, but can never
settle on one course of action.
(4) A fire giant (on a volcanic island).
(5) A fomorian guarding a secret magical
chamber beneath the islands heart. From
this chamber it can cast its evil eye
anywhere across the island on a clear day.
(6) 2d6 ogres dumber than bricks trying to
figure out what to make of some traces of
human explorers, like a compass or tents.
(7) A wise stone giant unable to leave its
mountain throne due to a sea witchs
curse slowly paralyzing it.
(8) A storm giant whose lover sacrificed him
or herself centuries ago and took the form
of the island. The giant acts as steward
and caretaker of the island.
Insectile Beasties (d4)
(1) 2d4 ankhegs.
(2) A darkmantle.
(3) An ettercap accompanied by giant spiders.
(4) 2d10 rust monsters known as rust lobsters.
Monstrous Humanoids (d8)
(1) Marauding band of gnolls.
(2) Degenerated cave-dwellers (grimlocks).
(3) Hobgoblins slavers and head-hunters.
(4) Kobolds proficient in Stealth called tasloi,
riding giant spiders or giant wasps.

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25

(5) Minotaur cultists with a trap-filled


labyrinth into which they send sacrifices
to their dark god.
(6) Orc cannibals revering Grumsh One-Eye.
(7) Troglodytes as small-sized uncouth
troggies with a curious immunity to
bludgeoning damage and a hatred of
spellcasters and all things magical.
(8) A group of amphibious trolls known as
scrags with Stealth proficiency and only
able to regenerate in saltwater.
10. NPCs (d8)
(1) Pygmy (wood gnome) tribal warriors with
an inane notion about turning a big one
into a ship.
(2) Arawak or Carib tribal warriors.
(3) Amazons scouts try to avoid the PCs while
they send one spy to infiltrate the PCs
ranks, determining if any female PCs are
worth inviting to their fold, and if any
male PCs are worth taking captive as
husbands.
(4) Shipwrecked sailors* are led by a mad
naval captain* who destroys all attempts
to signal the outside world.
(5) A group of buccaneers* led by a bandit
captain hunting a giant boar.
(6) A marooned NPC who the PCs are already
familiar with.
11. Pack (d6)
(1) 2d4 allosaurs.
(2) 2d10 death dogs.
(3) 1d4+1 displacer beasts.
(4) 2d6 gricks.
(5) 2d4 hell hounds.
(6) 2d6 dire wolves or worgs.
12. Plant Beasties (d6)
(1) A group of amphibious blights.
(2) A coelenite* grown over skeletons or
zombies that it controls.
(3) A dryad as a Mayan spirit or female pirate
left tied to a silk cotton tree.
(4) A large bloom of fungi and myconids.
(5) A shambling mound comprised of
seaweed and shore plants.
(6) A treant that is telepathically linked to the
Mesoamerican World Tree.

13. Spooky Ladies (d4)


(1) A banshee calling out to the spirits of her
dead tribe or shipmates.
(2) A night hag disguised as a mambo
accompanied by scarecrow nkisi (voodoo
dolls / poppets) bearing a subtle
resemblance to the PCs. Each nkisi has a
sympathetic magical connection to one of
the PCs, such that if anyone but that PC
damages the nkisi, then that PC takes an
equal amount of damage.
(3) Mama Dglo, also called maman du leau, is
a man-eating siren who can assume the
form of a woman on land and cast spells
as an 8th level bard.
(4) A medusa with jellyfish-like tendrils for
hair whose gazes evokes the dreadful seas,
calcifying those who draw her ire.
14. Tricksters (d6) Tricksters abound in the lore of
the Dark Caribbean, and generally they are
amoral entities more concerned with teaching
mortals hard lessons than good or evil.
(1) Anansi, a wise story-loving West African
trickster, who appears as a man, a spider,
a giant spider, or a spellcasting drider.
(2) Brier Rabbit or Coyote, a Mayan trickster
too smart for his own good, who appears
as a man, a rabbit or coyote, or an
arcanoloth.
(3) A Mesoamerican Nahual - a druid with
animal shapeshifting powers.
(4) A kenku as a keeteel surviving as a
scavenger and smuggler.
15. Undead (d8)
(1) A pile of bones with a golden box at the
center. The bones animate as skeletons
only if the box is disturbed.
(2) A flameskull guarding a secret door.
(3) The ghost of a pirate who died wandering
the island and was never able to solve the
puzzle of the treasure map still gripped in
the fingers of the pirates corpse somewhere.
(4) 2d6 ghouls and a ghast as marooned
victims who turned to cannibalism.
(5) Upright stone sarcophagi are worked into
the cliffside, serving as stairs above a
perilous drop into the ocean. The
sarcophagi-stairs lead up to a tomb

Not for resale. Permission granted to print or photocopy this document for personal use only.

26

worked into the cliff. However, once PCs


are midway thru the stairs, mummies
lurking in the sarcophagi awaken.
(6) The revenant of a pirate hunter sworn to
bring an end to all pirates everywhere.
(7) 3d6 shadows stalk the island at night, only
avoiding specific glades or magic circles
that are warded against them.
(8) 2d6 wights dressed in tribal headdresses.
They are Lawful Neutral, but are ruthless
in carrying out the wishes of their tribal
elders as they perished to disease.
16. Water Beasties (d4)
(1) A group of bullygwugs revering a frog
idol with emeralds for eyes.
(2) A tribe of lizardfolk whose prophecies
describe a group of characters like the
PCs as the great feast for Semuanya.
(3) A water weird guarding a secret falls.
(4) Several giant anemones* or giant sea
urchins* in the tide pools.
17. Wild Men (d4)
(1) Ravenously hungry blemmyae*, speaking
what sounds like gibberish.
(2) A centaur as the creature which inspired
the burokeet (donkey-man) dances in
Trinidad and Tobago.
(3) A satyr with a penchant for rum orgies
and challenging bards to musical contests.
(4) A group of yetis as Dominican biembiens,
Mayan sisimit, or simply hairy wild men.
18. Wyrms (d6)
(1) A narcissistic basilisk with an unhealthy
fascination for reflective surfaces.
(2) A behir adapted for the jungle.
(3) 2d4 carrion crawlers scavenging the
campsite of any intruders.
(4) A couatl bearing a prophecy from an
ancient Mesoamerican culture.
(5) A flightless green dragon as the doubleheaded serpent of Aztec myth.
(6) A spirit naga (50%) or a guardian naga (50%).
19. Yuan-Ti. Masters of the island, the yuan-ti
have their own serpentine cult parodying
real-world religion, and are accompanied by
giant poisonous snakes, giant constrictor
snakes, and swarms of poisonous snakes.
20. Roll a d20 on the SEA BEASTIES table.

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Not for resale. Permission granted to print or photocopy this document for personal use only.

27

Undersea Encounters

With the ability to cast water breathing at 5th


level, and a variety of magic items offering the
ability to breathe underwater, not to mention
blessing from merfolk, the dark waters beneath
the Caribbean Sea become an adventuring
location pirates are likely to visit. You can check
for encounters are frequently as you desire,
though a good rate during travel through benign
waters is once in the morning and once when the
PCs take a long rest. In more hostile waters,
making a check hourly is appropriate.

Undersea Encounter Table (d10)


1. Ocean Currents. Powerful ocean currents
buffet the area. Roll a d6 to determine which
direction they move in:
(1) Upwelling of frigid water (see DMG p. 110)
from the depths.
(2) Lateral currents.
(3) Circulating currents moving in a
clockwise or counterclockwise motion.
(4) Descending currents suck everything
down into frigid water.
How strong are the currents? Roll a d4!
(1) Light current moving 10-15 feet per round
(1 knot).
(2) Moderate current moving 30 feet per
round (3 knots). A DC 15 Strength
(Athletics) check is necessary to swim
against the current or hold position.
(3) Strong current moving 60 feet per round
(6 knots). A DC 20 Strength (Athletics)
check is required to swim against the
current or hold position. If pushed into a
solid obstacle a creature takes 1
bludgeoning damage per 10 feet the
current pushed it (maximum 20 damage).
(4) Undersea bore or jet moving 90+ feet per
round (9+ knots). A DC 20 Strength
(Athletics) check is required to hold
position. Swimming against it is
impossible. If pushed into a solid obstacle
a creature takes 1d4 bludgeoning damage
per 10 feet the current pushed it
(maximum 20d4 damage).

2. Aquatic Animals (d12)


(1) A carnivorous scallop*, giant anemone*,
or giant sea urchin*.
(2) Dolphins, grey/right whales, or killer
whales.
(3) Giant eels*.
(4) Giant seahorses (possibly re-skinned as
hippocampi).
(5) A dire squid*.
(6) A giant whale (leviathan)*.
(7) Octopi.
(8) Sea turtles.
(9) A giant shark, hunter sharks, or reef
sharks.
(10)A swarm of jellyfish*.
(11)A swarm of quippers as barracuda.
(12)A unicorn re-skinned as a wise gentle
narwhal.
3. Debris (d6)
(1) Mostly useless flotsam and jetsam which
acts as concealment and difficult terrain.
(2) Sparse debris and trinkets may contain
clues pertaining to what happened.
(3) A sea of corpses.
(4) Several salvageable pieces of equipment
and minor clues amidst the debris.
(5) Remnants of a failed diving expedition,
including a diving bell worth 4,000 gp.
(6) A small treasure chest containing a few
rolls on the individual treasure tables in
the DMG Chapter 7.
4. Coral Reef. While mostly found in coastal
waters, some deepwater coral exists at up to
200 feet depth. They are unique ecologies
host to many aquatic animals (anemones,
crabs, eels, sea slugs, stingrays, turtles,
urchins) and sometimes are used as either
temporary or permanent shelter by SEA
BEASTIES. Any creature cut by coral will
develop a rash.
5. Undersea Cave (d6)
(1) A blue hole of pristinely opaque blue
water with high salinity.
(2) Maze of coral.
(3) Dragon turtles hollowed out shell.
(4) Web of calcified stone and sand
(5) Spiky chamber inside a dead giant urchin.
(6) Bottomless hole diving into the Abyss.

Not for resale. Permission granted to print or photocopy this document for personal use only.

28

6. Kelp Bed. Roll a d8 on the KELP BED table below.


7. Sunken Shipwreck. Roll a d10 on the SUNKEN
SHIPWRECK stable below.
8. Sea Beastie. Roll a d20 on the SEA BEASTIES table.
9. (50%) Roll on the SEA BEASTIES table, or
(50%) roll on the ABYSSAL BEASTIES table.
10. Special Encounter. Roll a d10 on the SPECIAL
UNDERSEA ENCOUNTERS table below.

3.

4.

5.

Kelp Bed (d8)


A kelp bed generally extends several hundred
feet across, rising between 20 and 80 feet above
the ocean floor. It acts as difficult terrain
(requiring 2 feet of movement per foot of kelp
bed) and provides concealment at the outskirts
and total concealment toward the center of the
bed. Visibility in the kelp bed is rarely more than
80 feet, and usually much less. Currents, cold
water, and aquatic animals (seals, otters, whales,
urchins) are common.
1. Animate Kelp. The kelp reflexively grasps at
small or medium creatures entering the bed,
animating as awakened trees that try to
initiate a grapple whenever they hit, and drag
the creature down. A creature pulled to the
bottom is restrained amidst the kelps
roots (holdfasts). Skeletons buried in the silt
may warn of the hidden danger.
2. Bird Hunting Grounds. Diving shorebirds
like cormorants hurtle down into the depths
of the kelp bed to hunt the many-colored fish
there. There is a 25% change of giant eagles
(re-skinned as benevolent giant albatross)
hunting the kelp bed for larger fish, pulling
characters up to the surface as a sort of game,

6.

7.

8.

or offering to fly good-aligned creatures to


nearest land. There is also a 25% chance that
a roc hunts the kelp bed for giant aquatic
animalsor the characters.
Channels. While the kelp anchors to rock
walls (and even old ruins) overgrown with
anemones, barnacles, and urchins, sandy
channels break up the patches of kelp with a
network of connected trails. Roll for Aquatic
Animals or for SEA BEASTIES to determine
what dwells in the channels.
Heavy Growth. The kelp bed is particularly
thick with visibility reduced to 30 feet at
most. All Wisdom (Perception) checks are
disadvantaged, and moving thru the bed
requires 3 feet of movement to every one foot
of kelp. Roll for Aquatic Animals or for SEA
BEASTIES to determine what lurks in the
tangled kelp.
Kelpie Lair. Kelp grows thru human
skeletons and its leaves twine about skulls. A
large number of kelpies have made the bed
their lair, and illusions drift thru the swaying
kelp in a creatures peripheral vision. Kelpie
sprouts at the bottom of the bed can be
harvested and fetch as much as 500 gp
among collectors. There is a 25% chance that
skull crabs* or skeletons lurk at the bottom.
Poisonous Pneumatocysts. Large gas
bladders float among the kelp forest, helping
to keep the plants upright; treat these as gas
spores though their eerie resemblance may
make them appear to be bloated corpses,
diving bells, pufferfish, or other underwater
things.
Selkie Settlement. Hidden among the kelps
roots (holdfasts) are cut-out chambers filled
with dozens of selkies, including chambers
for young which are aerated by emissions of
air from select species of kelp making the
nearby water breathable for land-dwellers.
Some chambers may contain pearls which
the selkies use to trade with the surface.
Treasure. Several trinkets are intertwined
among the kelps leaves and a treasure chest
lies hidden at the roots (holdfasts); roll
individual treasure randomly using DMG
Chapter 7.

Not for resale. Permission granted to print or photocopy this document for personal use only.

29

Sunken Shipwreck (d10)

Special Undersea Encounters (d10)

1. Habitat. Overgrown with sea plants and


barnacles, the ship serves as habitat for a
variety of aquatic animals, sharks in particular.
2. Fragile. The ship is on the verge of falling
apart or falling over the edge of a sea trench.
3. Ancient. The ship is centuries old, from before
the European powers came to the Caribbean.
Is it elvish? From another world?
4. Haunted. A ghost or specter haunts the ship,
bound to its fetter within a chest that contains
several rolls on individual treasure tables in
the DMG.
5. Political Secret. The fate of the ship was
covered up by the powers that be, but the truth
can be determined from the wreck.
6. Cargo Partially Intact. Roll on the CARGO HOLD
table (page 13). Then roll a d100 to determine
what percentage (%) is still intact.
7. Volatile Cargo. The shipwrecks cargo itself is
dangerous in some way, such as a trapped
monster, poisons, explosives, etc.
8. Lair. A group of sentient sea creatures like
amphibious drow, tritons*, or mermaids use
the shipwreck as their lair.
9. Spell Ship. The surface of the shipwreck is
inscribed with 3d6 levels of wizard spells.
10. Treasure Galleon. Roll twice on the treasure
hoard table table in the DMG best suiting the
challenge of the encounter. The galleon sunk
when pirates tried to take it.

1. Bed of Giant Oysters. Several carnivorous


scallops* hidden among giant oysters and
ample aquatic life. Each oyster has a 1%
chance of containing a giant pearl worth
5,000 gp inside.
2. Loa / Sea God(ess) (d6)
(1) Agw, Load of the Tides.
(2) Damballah.
(3) Simbi.
(4) Neptune / Poseidon.
(5) Calypso.
(6) One of the Lords of the Abyss.
3. Magic Construct (d4)
(1) A sunken Leomunds tiny hut or sunken
entrance to a Mordenkainens magnificent
mansion where the creator may be found
dead or trapped.
(2) An experimental Prussian gnomish
submersible with a tradition of guest
hospitality and a scientific mission.
(3) A pair of high-level adventurers piloting
an apparatus of Kwalish on a spy mission
for their nation.
(4) A rusty barnacle-covered iron golem with
demi-culverin arms weighed down by
stones and enchanted anchor chains.
4. Mer of Dead Men. Dozens of corpses are
lashed to anchors, stones, chests, or other
heavy objects, returning by some foul magic
as zombies or wights. All bright light is
reduced to dim light here, and following the
will-o-wisps that appear leads one to the
Shores of Death.
5. Red Tide. A current of water infected by
microscopic parasites that lend a blue
bioluminescent quality (dim light) to
everything moving within them. However,
any mammal breathing water (e.g. thanks to
water breathing) is infected by a disease
identical to Sewer Plague (see DMG pg. 257).
Mammals holding their breath can make a
DC 10 Constitution save to avoid contracting
the disease. There is a 25% chance that the
red tide is directed by a malign sentient SEA
BEASTIE with spellcasting.

Not for resale. Permission granted to print or photocopy this document for personal use only.

30

6. Settlement Beneath the Waves (d8)


(1) Humans with odd customs live in a
strange bubble that keeps water out and
lets creature enter thru magic gates. They
have strict rules about who they admit
and stricter rules about who may leave.
(2) Humans with the seaclaimed* template,
runaways from an Abyssal pact, live
amidst a collection of shipwrecks
overgrown by sea life.
(3) Kuo-toa dwelling (possibly neutrallyaligned locathah) in a sea rock-carved
castle surrounded by aquatic plants and
animal farms.
(4) Merfolk settlement in a massive nautilus
shell, coral maze, ruin of a sunken city, or
structures carved from rocky seabed.
(5) Sahuagin bone fortress built into sides of
undersea trench surrounded by hunter
sharks.
(6) Storm giants foreboding algae-covered
coral palace.
(7) Triton city made of glistening sand castles
and pearly arches.
(8) Submarine-like settlement of mad
gnomish scientists.
7. Sunken Ruins. An ancient settlement now
lies in ruins beneath the waves. Roll for
treasure and on the SEA BEASTIES table, then
roll a d6.
(1) Once a triton settlement that was
destroyed by the merrow or drow.
(2) An Atlantis-like ancient temple that was
swallowed by the sea long ago.
(3) A coastal community that collapsed into
the sea after an earthquake.
(4) A ruined temple to Olydra the Princess of
Elemental Evil guarded by water weirds.
(5) An island that sunk to the bottom of the
ocean along with signs of great tectonic
activity in the past.
(6) Roll on Settlement Beneath the Waves,
but treat the result as a devastated ruin
with no sign of the original inhabitants.
8. Undersea Steam Vent. Hot scalding water
intermittently blasts forth in a strong
current, dealing 21 (6d6) fire damage to all
creatures above the vent. The warm waters

attract all sorts of aquatic life, especially


giant anemones*, giant starfish*, and giant
urchins*. Smaller sister vents produce
breathable air bubbles.
9. Vortex to the Elemental Plane of Water. See
the DMG p. 56-57 for a description of the
Plane of Water. Roll a d6.
(1) Creates a whirlpool (as described under
the control weather spell) with strong
currents within 300 feet for several
minutes before vanishing.
(2) Emits eerie waves of dim light for several
minutes. Creatures within 60 feet viewing
it must make a DC 15 Wisdom saving
throw or be compelled to move toward the
vortex as if by the compulsion spell.
(3) A deluge of scintillating water acts like a
greater healing potion and lesser restoration
spell for all creatures within 300 feet who
are overcome by emotions.
(4) Magical darkness and airless water floods
the area within 300 feet of the vortex,
causing air and water-breathing creatures
alike to suffocate.
(5) A wash of extremely salty tears affects all
creatures within 300 feet, dealing 10 (3d6)
acid damage and causing all humanoids
to weep uncontrollably.
(6) An aquatic planar creature like a marid or
water elemental swims thru the vortex.
10. Wonders of the Deep (d6)
(1) A haunting whale song echoes thru
waters, acting as a sanctuary spell cast on
all creatures.
(2) Black and white marbled floor etched
with arcane sigils for a massive
incomplete ritual.
(3) Flashes of inexplicable light beam from
above as if breaking through clouds.
(4) Hundreds of stone statues caked with
algae.
(5) One or more ghosts make an ominous
appearance or dance in the water only to
vanish.
(6) Psychedelic multi-hued water inducing
hallucinations.

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31

Abyss Encounters
The watery Abyss is freezing cold, unnaturally
dark, and exerts crushing water pressure. Magic
and/or technology is required to reach and survive
at these depths. The Abyssal Plain between 9,000
feet and 18,000 feet is interrupted by oceanic
trenches, volcanic islands, and submarine ridges
creating microclimates that allow for strange flora.
When rolling encounters in the Abyss, roll on both
the ABYSSAL FEATURES table and the ABYSSAL
BEASTIES table, and combine the results.

Abyssal Features (d10)


1.

2.

3.

4.

5.

6.

Ancient Corpse. A massive corpse of some


titanic being like a dead Leviathan, Kraken, of
even a deceased Lord of the Abyss.
Microbial Bloom. A mix of various fungi. All
warm-blooded creatures breathing water must
make a DC 20 Constitution save or suffer
psychological delusions and hallucinations
until taking a long rest (see Madness in the
DMG p. 258).
Oceanic Trench. An enormous gap into infinite
darkness with a deafening vacuum current
pulling toward it. Escaping the pull requires a
DC 25 Strength check, creative magic, or some
kind of incredibly strong anchor, otherwise
creatures are pulled completely into trench in 4
rounds at which point they fall in. This is a fatal
event, however they could survive by making a
deal with one of the Lords of the Abyss.
Volcanic Island. A huge mountain rises above,
magma flows coming up thru the Abyssal floor
that deal 10d6 fire damage if contacting magma.
The entire area is dangerously hot unlike the rest
of the Abyss, dealing 5 fire damage per round from
boiling water.
Shadow Gate. An ancient ruined portal to the
surface (or a location in the Shores of Death)
ringed in Abyssal runes and watched over by an
amphibious fomorian or storm giant in lonely
vigil.
Sunken Shipwreck. Roll on the SUNKEN
SHIPWRECK table to determine the nature of the
wreck, though only about 25% or less will be
intact. Roll a d4 to determine a complication:

(1) Roll again on ABYSSAL BEASTIES to determine


what inhabits the wreck.
(2) Roll for a type of undead encounter on the
Ghost Ship entry of the SPECIAL SEA
ENCOUNTERS table.
(3) Any treasure is cursed, gradually turning
the wielder into a skum* thrall.
(4) The wreck is precariously perched on the
edge of a currently inactive trench.
7. Call of the Abyss. Sibilant whispers and
discordant sounds unnerve non-natives to the
Abyss who can hear them. Such creatures must
make a DC 20 Wisdom saving throw or be
affected as per the confusion spell until
becoming deafened and taking a short rest
away from sound, receiving healing magic, or
leaving the Abyss.
8. Reality-Warping Bubble. Several 10 foot radius
bubbles rising from the depths, altering reality
around them. Avoiding the bubbles requires a
Strength (Athletics) check to swim (DC 20 if
speed 30-ft, DC 25 if speed than 30 speed, DC 15
if speed greater than 30). Any creature engulfed
by a bubble is trapped within and suffers one or
more of the following effects. Roll a d6!
(1) The creature begins transforming into a
skum*, which becomes permanent after
eight hours.
(2) The creature suffers 3d4 Wisdom damage
and gains a permanent form of insanity. If it
is reduced to 0 Wisdom, the creature
becomes catatonic.
(3) The creature develops a hideous mutation
or deformity.
(4) The creature loses most old memories and
ends any ongoing spells cast by it. The lost
memories are replaced by memories
borrowed from a dead person.
(5) The creature receives a terrifying vision of
the future and its eyes turn to goo causing it
to be blinded.
(6) The creature is stricken mute by the horrors
it witnessed, but gains telepathy 50 feet.
9. Reverse Maelstrom. An enormous bright
funnel of swirling currents descends from
above, carrying ships, sailors, flotsam, and SEA
BEASTIES down into the depths. The maelstrom
simulates storm conditions underwater. It may

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32

be possible to "ride" a dying Maelstrom back up


to surface.
10. Seismic Activity. Intense quaking causes
tumbling rocks to break off of the submarine
ridges. Creatures must make a DC 15 Dexterity
save or take 10d6 bludgeoning damage and be
pinned on the Abyssal floor. Rapid pressure
changes inflict 10d6 pressure damage unless a
creature is magically protected from pressure
damage. Bursts of steam vent out from the
Abyssal floor, inflicting 10d6 fire damage and
pushing exposed creatures up to 100-ft. A
successful DC 20 Strength saving throw reduces
damage (and the distance pushed) by for half.

Abyssal Beasties (d20)


1.

2.
3.

4.
5.
6.

7.

Deep Sea Life (d10)


(1) Carnivorous scallop*.
(2) Dire squid*.
(3) Giant anglerfish*.
(4) Giant anemone*.
(5) Giant eel*.
(6) Gulper*.
(7) Swarm of leeches* (lampreys).
(8) Viperfish*.
An aboleth with chuul and skum* servitors.
A beholder as an amphibious Eye of the Deep.
One of its eyestalks hangs in front of it like an
anglerfish and glows slightly, granting the
beholder the ability to use minor illusion at-will.
3d6 amphibious carrion crawlers crawl across
the Abyssal floor feasting on rotting corpses.
A vampiric cloaker prince.
A deepspawn*. Roll again on ABYSSAL BEASTIES
or SEA BEASTIES to determine what it has
recently spawned.
Demons (d10)
(1) A balor scheming in its fortress-prison
carved into a volcanic island.
(2) Chasme emerge from larval cocoons to torture
damned souls.
(3) A glabrezu with an eel face adopting an
illusionary relatable face when bargaining.
(4) Hezrou serve as foot soldiers and appear as
a variety of corrupted sea life.
(5) Manes are perpetually tormented souls.
(6) A marilith marshals the Abyssal forces for
an attack on the surface.

8.
9.

10.
11.

12.
13.

14.
15.
16.
17.

18.

19.

20.

(7) A nalfeshnee holds obscene courts in


shipwrecks trying souls in a mockery of
maritime law.
(8) Quasits serve as messengers and spies.
(9) Vrock, appointed to guard duty, appear as
water-logged carrion vultures.
(10)Yochlol weave intricate webs of deceit and
betrayal using the drow as pawns.
4d6 aquatic grell - opportunistic predators that
descend in great numbers on prey.
2d6 amphibious gricks led by a grick alpha,
curled up in a giant mollusk shell on the
Abyssal floor where they await to ambush.
An amphibious hydra called Lusca, a sharpoctopus hybrid with tentacle grab attacks.
A group of kuo-toa in a perpetual state of
delusion, seeking out reality-warping bubbles
as a form of twisted pilgrimage.
A clan of merrow dwelling in an undersea cave
complex built around an idol to Dagon.
A citadel of mind flayers where their ships
come to berth, teeming with doomed human
thralls, intellect devourers, and skum*.
A morkoth* in its hypnotic lair.
An ochre jelly, black pudding, or gelatinous
cube.
An aquatic purple worm.
An amphibious remorhaz that prefers to stay
submerged, but must occasionally surface to
consumed glaciers.
A group of aquatic ropers hidden in alien kelp
forests strewn with corpses, or amidst towering
submarine ridges.
Drow as corrupted sea elves led by a yochlol
demon and accompanied by driders with
lobster-like lower torsos and giant eels*. Their
webs are re-skinned as enormous macabre
fishing nets of strong filament.
Lord of the Abyss (d8)
(1) Blidlipoolp, Matron of the Kuo-Toa.
(2) Cthulu.
(3) Dagon, Prince of the Depths.
(4) Davey Jones.
(5) Jubilex, the Faceless Lord.
(6) The Kraken.
(7) Lolth, Demon Queen of the Sea Elves. She is
depicted with a lobster or squid torso.
(8) Zargon.

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33

N PCS (CREW)
Crew include most NPCs aboard a ship, from
riggers working the topsail to powder monkeys
running shot to the powder crews below deck.
Their most important functions are manning the
ship, offering offbeat humor, and threatening
mutiny when plunder doesnt pan out. Crew
perform menial labor like hoisting and hauling
the sails, swabbing the decks, splicing and
joining rope, coiling up rigging, slushing the
mainmast, manning the headsails, filling the
scuttlebutt, and fire buckets, handling the
anchor, and so forth. Small or agile characters
may work at the tops reeling, furling, and loosing
the sails. Older sailors work the fo'c's'le, manning
the headsails and handling the anchor.
Sailors are the able seamen who usually make up
the bulk of a ship's crew, responsible for making
ready to sail, manning the lookout, storing cargo
in the hold, firing cannons, helping in repairs,
countless other tasks, as well as dying
spectacularly to sea beastie attacks. English
sailors in the Navy are known are "Jack Tars."

Sailor
Medium humanoid, any alignment

Armor Class 11
Hit Points 11 (2d8+2)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Tools choose one from gaming set, sail-mending tools,
musical instrument, navigators tools, or water vehicles
Senses passive Perception 10
Languages choose 3
Challenge 1/8 (50 XP)

ACTIONS
Cutlass. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6+1) slashing damage.
Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft.,
one target, loading. Hit: 6 (1d10+1) piercing damage.

"Old Salt" is an unofficial term for experienced


sailors who've served five or more years at sea,
though on Navy ships the official designation is
Leading Seaman or Petty Officer. Despite their
gruffness and scars, an old salt knows ships like
the back of his hand.

Old Salt
Medium humanoid, any alignment

Armor Class 11
Hit Points 16 (3d8+3)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
12 (+1) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Tools choose 2 from gaming set, sail-mending tools,
musical instrument, navigators tools, and water vehicles
Senses passive Perception 11
Languages choose 3
Challenge 1/4 (50 XP)
Ship Savvy. The old salt has advantage on Dexterity saving
throws against attacks from other ships, on checks to
manage a ship's rigging and sails, and on checks to recall
nautical lore.

ACTIONS
Boarding Axe. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d8+1) slashing damage.
Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft.,
one target, loading. Hit: 6 (1d10+1) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only.

34

Buccaneers occupy an ambiguous legal space,


somewhere between pirates and privateers, once
given the good graces of France and England to
assault Spanish ships, but altogether
unmanageable by the colonial powers. Some
buccaneers have letters of marque, while others
blatantly disregard orders, and regardless in the
Spanish Main they are sentenced to swift death.
Expert marksmen, they conduct raids at night
with small boats, relying on surprise and speed
to subdue otherwise unassailable targets. The
name "buccaneer" derives from the style of
roasting pig (boucan) they learned from Caribs
and Arawaks.

In the great navies of the world, a midshipman


adelborst (Dutch), garde marine (French),
guardia marina (Spanish) was an officer cadet
or a junior-most commissioned officer, a
designation used for experienced seamen
whether of the working class or officers' sons.
Midshipmen worked amidships but also learned
navigation skills, sailing lore, to supervise gun
batteries, and to take command of a small group
of navy men. After several years, a midshipman
was eligible to take an examination for
lieutenant, though it was not uncommon for
officer candidates to fail or be passed over for
promotion.

Buccaneer

Midshipman

Medium humanoid, any alignment

Medium humanoid, any alignment

Armor Class 12
Hit Points 32 (5d8+10)
Speed 30 ft.

Armor Class 12
Hit Points 27 (5d8+5)
Speed 30 ft.

STR
DEX
CON INT
WIS
CHA
12 (+1) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
Tools choose one from gaming set, sail-mending tools,
musical instrument, navigators tools, or water vehicles
Skills Intimidation +2, Survival +2
Senses passive Perception 10
Languages English, French, Island Carib, and choose 1
Challenge 1/2 (100 XP)
Sharpshooter. The buccaneer doesn't suffer disadvantage
when firing at long range, and its ranged weapon attacks
ignore half and three-quarters cover. In addition, before
the buccaneer makes a ranged attack it may take a -4
penalty to hit and gain a +8 bonus to damage.

ACTIONS

STR
DEX
CON INT
WIS
CHA
12 (+1) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0)
Tools navigators tools, water vehicles
Skills Nature +3, Perception +2
Senses passive Perception 12
Languages English, and choose 2 more
Challenge 1/2 (100 XP)
Able-bodied. When the midshipman takes the Help action,
he can aid two friendly creatures (instead of one) with a
ship-related task.

ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6+2) slashing damage.

Hatchet. Melee Weapon Attack: +3 to hit, reach 5 ft., one


target. Hit: 4 (1d6+1) slashing damage.

Musket. Ranged Weapon Attack: +4 to hit, range 40/120


ft., one target, loading. Hit: 8 (1d12+2) piercing damage.

Musket. Ranged Weapon Attack: +4 to hit, range 40/120


ft., one target, loading. Hit: 8 (1d12+2) piercing damage.

Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,


one target, loading. Hit: 7 (1d10+2) piercing damage.

Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,


one target, loading. Hit: 7 (1d10+2) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only.

35

Pirates run the gamut from honorably


discharged navy men turned to privateering to
ruthless outlaws seeking riches any way they
can. Unlike the colonial powers they usually hail
from, pirate crews adopt limited democratic
principles (known as the Pirate's Code) such as
electing their captain who was constrained by
checks as balances, establishing a fund for
disability insurance, and having roughly equal
shares of treasure (with allowances for expertise
and greater responsibilities).
While most pirate crews operate independently,
some are loosely affiliated with the Brethren of
the Coast, a coalition of pirates, privateers, and
merchant mariners based in Tortuga and Port
Royal with Protestant and Common Law values;
they prey on the shipping of colonial powers but
(usually) not the colonies themselves.

Six regiments of English Royal Marines were


raised during Queen Anne's War in the
Caribbean and North America, trained for naval
and land combat as well as an expeditionary
force. They are distinguished by their red buff
jackets and mitre-style black caps, and specialize
in leading and repelling boarding parties.

Royal Marine
Medium humanoid, any alignment

Armor Class 13 (padded, disadvantage Stealth and swim)


Hit Points 13 (5d8+5)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Medium humanoid, any alignment

Tools choose one from gaming set, sail-mending tools,


musical instrument, navigators tools, or water vehicles
Skills Perception +2
Senses passive Perception 12
Languages English, French, Spanish
Challenge 1/2 (100 XP)

Armor Class 12
Hit Points 27 (5d8+5)
Speed 30 ft.

Boarding Expertise. When the royal marine uses the Dash


action, difficult terrain doesnt cost him extra movement
on that turn.

Pirate

STR
DEX
CON INT
WIS
CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Tools choose one from gaming set, sail-mending tools,
musical instrument, navigators tools, or water vehicles
Skills Intimidation +2, Perception +3
Senses passive Perception 13
Languages English, French, Thieves Cant, and choose 1
Challenge 1/2 (100 XP)
Cunning Action. The pirate can take a bonus action to
Dash, Disengage, Hide, or Use an Object.

Close-quarters Shooting. Being within 5 feet of a hostile


creature when the royal marine makes a ranged attack
doesnt impose disadvantage to hit.
Steadfast. When the royal marine hits a creature with an
opportunity attack, the creatures speed is reduced to 0
for the rest of the turn.

ACTIONS
Saber. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) if
wielded with two hands.

ACTIONS
Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6+2) slashing damage.
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,
one target, loading. Hit: 7 (1d10+2) piercing damage.

Bayonet. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 5 (1d6+2) slashing damage.
Musket. Ranged Weapon Attack: +4 to hit, range 40/120
ft., one target, loading. Hit: 8 (1d12+2) piercing damage.

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36

N PCS (OFFICERS)

Warrant Officer: Gunner

A warrant officer has one of three specialties;


either he is a carpenter, gunner, or doctor. This
determines which skills and traits he gains.
While other types of characters like cooks and
pursers might have the rank of warrant officer,
such characters are better simulated with the
sailor stats.

Armor Class 11
Hit Points 27 (5d8+5)
Speed 30 ft.

Warrant Officer: Carpenter


Medium humanoid, any alignment

Armor Class 11
Hit Points 27 (5d8+5)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
12 (+1) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 12 (+1)
Tools carpenters tools, shipwrights tools
Skills Athletics +3, Investigation +3, Perception +4
Senses passive Perception 14
Languages choose 3
Challenge 1/2 (100 XP)
Battle Repairs. The carpenter can perform ship repairs in
the thick of battle.
Improvised Tools. Without proper tools, the carpenter can
still scrounge together serviceable tools on the ship
which allow the carpenter to apply his proficiency bonus.

ACTIONS
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6+1) slashing damage.
Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft.,
one target, loading. Hit: 6 (1d10+1) piercing damage.

Medium humanoid, any alignment

STR
DEX
CON INT
WIS
CHA
12 (+1) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 12 (+1)
Tools smiths tools, tinkers tools
Skills Athletics +3, Intimidation +3, Perception +4
Senses passive Perception 14
Languages choose 3
Challenge 1/2 (100 XP)
Cannon Fire. The gunner gains +1 to attack with cannons,
and reduces cannon reload time by 3 rounds for a powder
crew he oversees.

ACTIONS
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6+1) slashing damage.
Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft.,
one target, loading. Hit: 6 (1d10+1) piercing damage.

Warrant Officer: Surgeon


Medium humanoid, any alignment

Armor Class 11
Hit Points 27 (5d8+5)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
10 (+0) 12 (+1) 12 (+1) 14 (+2) 14 (+2) 12 (+1)
Tools herbalism kit, surgeons tools
Skills Medicine +4, Investigation +4, Perception +4
Senses passive Perception 14
Languages Latin, and choose 3 more
Challenge 1/2 (100 XP)
Cure Fever. The surgeon can use the Medicine skill to
treat tropical diseases provided the surgeon has access to
pox medicine, making one check per patient per week.

ACTIONS
Shortsword. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 3 (1d6) slashing damage.
Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft.,
one target, loading. Hit: 6 (1d10+1) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only.

37

Lieutenants are junior officers in the Navies of


the world, either appointed due to high birth or
else experienced seamen on their way towards
captaincy. In addition to maintaining crew
discipline, a lieutenant is trained in the art and
science of sailing. Aboard a pirate ship they are
more commonly known as Sailing Masters or
just Masters (or even more informally as
"Captain's Second"). English pronounce the word
"lieuftenant", French "lieutenant", Dutch
"luitenant", and Spanish "teniente."
As of 1677 lieutenants in the English Royal Navy
have to pass an exam to gain their position. It
wasn't uncommon, due to a shortage of
competent captains compared to the vast
numbers of ships during the Age of Sail, for
lieutenants to be given command over minor
vessels; they are referred to as lieutenant
commanders.

Lieutenant
Medium humanoid, any alignment

Armor Class 12
Hit Points 32 (5d8+10)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
12 (+1) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 12 (+1)
Tools navigators tools, water vehicles
Skills History +4, Intimidation +3, Perception +3,
Persuasion +3
Senses passive Perception 13
Languages English, Dutch, French, Spanish
Challenge 1 (200 XP)

A naval captain is the absolute commander of


his or her vessel. The captaincy is a coveted
position in the worlds navies. Known as a
gezagvoerder (Dutch), capitaine (French), and
capitn (Spanish), a captain has full powers of
judge, jury, and executioner according to
maritime law. With the support of their colonial
powers Admiralty, a naval captain commands
the ear of port governors and merchants alike,
and may set a pirate in his or her sights if the
situation calls for it.

Naval Captain
Medium humanoid, any alignment

Armor Class 13 (leather armor)


Hit Points 39 (6d8+12)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 16 (+3)
Tools navigators tools, water vehicles, and choose one
musical instrument
Skills History +4, Insight +4 ,Intimidation +3, Perception
+4, Persuasion +5
Senses passive Perception 14
Languages English, Dutch, French, Spanish
Challenge 2 (450 XP)
Firm Command. Increase the quality of crew following the
naval captains commands by one rank. In addition, the
crew gain advantage on saving throws against charm and
fear-based effects.

ACTIONS
Multiattack. The naval captain makes 2 saber attacks, or a
saber attack and a pistol attack.

Master of Sail. Crew following the lieutenants


commands can change the sails 2 rounds faster than
their quality would indicate. In addition, when actively
managing the sails, the lieutenant grants the ships sails
resistance to damage from storms.

Saber. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) if
wielded with two hands.

ACTIONS

Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,


one target, loading. Hit: 7 (1d10+2) piercing damage.

Multiattack. The lieutenant makes 2 saber attacks.


Saber. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) if
wielded with two hands.
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,
one target, loading. Hit: 7 (1d10+2) piercing damage.

REACTIONS
Leadership. When a friendly creature within 30 feet that
the naval captain can see makes an attack roll or saving
throw, the naval captain can utter a command or warning.
The creature adds +2 (1d4) to its roll provided it can hear
and understand the naval captain.

Not for resale. Permission granted to print or photocopy this document for personal use only.

38

Pirate captains run the gamut of villainous and


bloodthirsty scoundrels to retired navy men
working on privateer contracts to do the dirty
work of the colonial powers. Appointed by their
crew through a vote, pirate captains are the
absolute authority during naval battles, but often
defer to other officers during times of peace.

Pirate Captain
Medium humanoid, any alignment

Armor Class 13 (leather armor)


Hit Points 39 (6d8+12)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 16 (+3)
Tools navigators tools, water vehicles, and choose one
gaming set or musical instrument
Skills Deception +5, Insight +4, Intimidation +5,
Perception +4, Persuasion +5
Senses passive Perception 14
Languages English, Thieves Cant, and choose 3 more
Challenge 2 (450 XP)
Dirty Fighting. As a bonus action, the pirate captain can
Shove a creature.
Fierce Speech. When the pirate captain spends 10
minutes making a fierce speech, the crew he commands
gains one of the following benefits for the next hour:
+2 bonus to saving throws (morale).
+2 bonus to initiative.
+1 bonus to attack with melee weapons.
+1 bonus to attack with ranged weapons and cannons.

ACTIONS
Multiattack. The pirate captain makes 2 melee or ranged
attacks (thanks to a brace of pistols).
Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6+2) slashing damage.
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,
one target, loading. Hit: 7 (1d10+2) piercing damage.

REACTIONS
Dishearten. When a hostile creature within 30 feet that
the naval captain can see makes an attack roll or saving
throw, the pirate captain can utter a disheartening quip
or banter. The creature suffers a -2 (1d4) to its roll
provided it can hear and understand the pirate captain.

A commodore - Bevelhebber (Dutch), Contreamiral (French), Comodoro (Spanish) - is a


seasoned naval captain who has been elevated to
command a squadron of ships. Such elevated
social status often comes with other benefits like
land ownership, preferential treatment at trials
in ports of allied colonial powers, and a wide
range of servants to do the commodores bidding.

Commodore
Medium humanoid, any alignment

Armor Class 13 (leather armor)


Hit Points 52 (8d8+16)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
14 (+2) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 16 (+3)
Tools navigators tools, water vehicles, and choose one
musical instrument
Skills History +5, Insight +4 ,Intimidation +5, Investigation
+5, Perception +4, Persuasion +5
Senses passive Perception 14
Languages English, Dutch, French, Spanish
Challenge 3 (750 XP)
Strategist. Before beginning any naval combat, the
commodore rolls Intelligence (Investigation) opposed by
the enemy captain's Wisdom (Insight). If the commodore
wins the opposed check, all ships under his command
gain advantage on their initiative rolls.

ACTIONS
Multiattack. The commodore makes 2 saber attacks, or a
saber attack and a pistol attack, and issues a command to
a friendly creature who can see and hear the commodore.
That creature can immediately use its reaction to make a
weapon attack.
Saber. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) if
wielded with two hands.
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,
one target, loading. Hit: 7 (1d10+2) piercing damage.

REACTIONS
Riposte. When a creature makes a melee attack against
the commodore, the commodore can use its reaction to
make its AC against the attack equal to 1d20+7. If this
causes the attack to miss, the commodore can
immediately make a saber attack against the creature.

Not for resale. Permission granted to print or photocopy this document for personal use only.

39

N PCS (SPE LLCASTERS)


A bokor is a practitioner of the dark Voodoo arts,
calling on wrathful spirits and dead men to do
his or her bidding. Poisons, treachery, and taboo
are the bokors stock and trade.

Bokor
Medium humanoid, neutral (with evil tendencies)

Armor Class 10
Hit Points 27 (5d8+5)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
10 (+0) 10 (+0) 12 (+1) 16 (+3) 14 (+2) 10 (+0)

The light side of the bokor coin, a houngan


(male) or mambo (female) is a Voodoo priest(ess)
devoted to serving the Loas, those vivacious
African deities brought over to the Caribbean by
West African slaves.

Houngan/Mambo
Medium humanoid, neutral (with good tendencies)

Armor Class 10
Hit Points 27 (5d8+5)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
10 (+0) 10 (+0) 12 (+1) 12 (+1) 16 (+3) 12 (+1)

Tools poisoners kit


Skills Arcana +6, Religion +6
Senses passive Perception 12
Languages English, French, West African
Challenge 2 (450 XP)

Skills Arcana +4, Insight +6, Religion +4


Senses passive Perception 13
Languages English, Creole, French, West African
Challenge 2 (450 XP)

Djabs Call. The bokor can perform a 10 minute ritual to


summon a djab (dark spirit) whose name is known to
him. The bokor may only have one such spirit
summoned at a time.

Dying Curse. Whoever kills the houngan/mambo is


afflicted with a curse by the Loas. Bestow curse and
contagion are a good starting point, but the DM should
make the nature of the curse suit the offense.

Spellcasting. The bokor casts spells as a 6th level wizard


(save DC 13, spell attack +5). Its spellcasting ability is
Intelligence, and it has the following spells prepared:
Cantrips: chill touch, dancing lights, poison spray,
prestidigitation
1st-level (4 slots): detect magic, fog cloud, ray of sickness
2nd-level (3 slots): alter self, blindness/deafness, locate object
3rd-level (3 slots): animate dead, bestow curse, feign death

Spellcasting. The houngan/mambo casts spells as a 6th


level cleric (save DC 13, spell attack +5). Its spellcasting
ability is Wisdom, and it has the following spells prepared:
Cantrips: guidance, light, shillelagh, thaumaturgy
1st-level (4 slots): cure wounds, detect evil or good, detect
magic, inflict wounds
2nd-level (3 slots): augury, hold person
3rd-level (3 slots): bestow curse, remove curse, speak with
the dead

Undead Thralls. When the bokor casts animate dead, he


creates 1 extra zombie. Additionally, when one of the
bokors recently animated undead is destroyed, he
regains 6 hit points.

ACTIONS
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) piercing damage, and the target must
make a DC 13 Constitution saving throw or take 10 (2d6)
poison damage. If the target fails their save by 5 or more,
they fall unconscious for 1 minute in a death-like state.
Chill Touch. Ranged Spell Attack: +5 to hit, range 120 ft.,
one target. Hit: 9 (2d8) necrotic damage, and cannot
regain hit points until the start of the bokors next turn.

ACTIONS
Shillelagh. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d8+3) bludgeoning damage. This counts as
a magical weapon attack.
Turn Undead. Once per short or long rest, the houngan/
mambo can turn undead. Each undead creature than can
hear or see the houngan/mambo within 30 feet must
make a Wisdom save or be destroyed if CR 1/2 or less, or
else be turned. A turned undead must spend its turn
trying to move as far from the houngan/mambo as
possible, cannot take reactions, and cannot willingly move
to a space within 30 feet of the houngan/mambo.

Not for resale. Permission granted to print or photocopy this document for personal use only.

40

A shantyman helps keep up ship morale on long


voyages, spreads rumors of the captains fame,
and otherwise keeps mutinous crews
entertained. Not just an idle keeper of sea
shanties, a shantyman was charged with leading
the crew in demoralizing enemy ships prior to
battle through a technique known as vaporing,
that is, making a screaming riot like a banshee.

A ship mage eschews the formal study of wizards


to pursue a life at sea sworn to the storm and
bow, the waves and sky their teachers. Dedicated
to the nautical arts, a ship mage studies the
transacts of various planets to ascertain the
optimal time to embark on a voyage, fills flagging
sail, and conjures forth sunken treasures from
the deeps.

Shantyman

Ship Mage

Medium humanoid, any alignment

Medium humanoid, any alignment

Armor Class 12
Hit Points 27 (5d8+5)
Speed 30 ft.

Armor Class 11
Hit Points 27 (5d8+5)
Speed 30 ft.

STR
DEX
CON INT
WIS
CHA
10 (+0) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 16 (+3)
Tools accordion, pipes, viol
Skills Arcana +3, Deception +7, History +3, Performance
+7, Persuasion +5, Sleight of Hand +4
Senses passive Perception 12
Languages English, and choose 3 more
Challenge 2 (450 XP)
Spellcasting. The shantyman casts spells as a 5th level
bard (save DC 13, spell attack +5). Its spellcasting ability
is Charisma, and it has the following spells prepared:
Cantrips: friends, prestidigitation, vicious mockery
1st-level (4 slots): comprehend languages, charm person,
sleep
2nd-level (3 slots): calm emotions, enthrall, suggestion
3rd-level (2 slots): dispel magic, fear
Song of Rest. When the shantyman plays soothing music
during a short rest, at the end all friendly creatures who
who regain hit points regain an extra 3 (1d6) hit points.
Vaporing. When the shantyman casts fear just prior to
naval combat and leads the crew in creating a cacophony
of sounds like blasts from horns, shrieking pipes,
pounding drums, and chanting (this is known as
vaporing), he can make a Charisma (Performance)
check with a DC determined by the enemy crews quality.
If successful, the shantymans fear spell targets the entire
enemy crew.

ACTIONS
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8+2) piercing damage.
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,
one target, loading. Hit: 7 (1d10+2) piercing damage.

STR
DEX
CON INT
WIS
CHA
10 (+0) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 10 (+0)
Tools navigators tools, water vehicles
Skills Arcana +5, Nature +5, Perception +3
Senses passive Perception 13
Languages English, Latin, and choose 3 more
Challenge 2 (450 XP)
Ritual of Winds. While on the deck of a ship, the ship
mage can attempt to create favorable winds (moderate
strength) for four hours. The ship mage performs a 10
minute ritual, at the end of which the ship mage expends
a slot to cast gust of wind and makes an Intelligence
(Arcana) check. In light winds the DC is 15, while in strong
winds or no winds it is DC 20, and in severe winds it is
DC 25. The ship mage cannot conjure a favorable wind in
an area of supernatural calm nor during a storm.
Spellcasting. The ship mage casts spells as a 5th level
wizard (save DC 13, spell attack +5). Its spellcasting ability
is Charisma, and it has the following spells prepared:
Cantrips: fire bolt, mage hand, message, prestidigitation
1st-level (4 slots): detect magic, fog cloud, grease
2nd-level (3 slots): flaming sphere, gust of wind, misty step
3rd-level (2 slots): sleet storm, water breathing

ACTIONS
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4+1) piercing damage.
Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft.,
one target, loading. Hit: 6 (1d10+1) piercing damage.
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
target. Hit: 11 (2d10) fire damage, and a flammable object
ignites if it isnt worn or carried.

Not for resale. Permission granted to print or photocopy this document for personal use only.

41

BE ASTIES
Blemmyae

Blemmyae are a race of wild headless beings


living at the fringes of the world. Though they
communicate among themselves with strange
howls, whoops, and gestures, their
communication is wholly unintelligible to
others. While "civilized" races consider them an
abomination, the blemmyae likewise consider
humanoids with heads a mistake by creation.
While they don't always become hostile against
such odd creatures, blemmyae seem to be
likewise incapable of understanding humanoids
with heads and are likely to shun them.

The Babel Curse

Blemmyae cannot be understood by any means,


and mages whove attempted to use tongues find
it fails outright, while uses of detect thoughts have
afflicted the mage with the very same curse the
blemmyae themselves suffer from. The curse
extends to all forms of written communication
as well, so the Blemmyae can only make
drawings unintelligible to other sentient
creatures, whereas they find English and the
other alphabet-based languages of the Dark
Caribbean utter nonsense.

YAE
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IS TREATING
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RU NNING TH

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BY SOME M

Blemmyae
Medium humanoid, neutral

Armor Class 12
Hit Points 32 (5d8+10)
Speed 30 ft., climb 20 ft.
STR
DEX
CON INT
WIS
CHA
18 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1)
Senses passive Perception 11, darkvision 60 ft.
Languages Blemmyae speak no language but utilize
grunts and body language only they understand
Challenge 1/2 (100 XP)
Babel Curse. A blemmyae cannot be understood by any
means short of a wish. Any character attempting to read or
telepathically contact a blemmyaes mind must make a
DC 12 Wisdom saving throw or suffer the babel curse as
well for 24 hours.
Cleave. Once per round, when the blemmyae drops a
creature to 0 hit points or less, it can use a bonus action
to make another great club attack against a different
target.

ACTIONS
Great Club. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8+4) bludgeoning damage.
Scream of Rage. Once per minute, the blemmyae screams
horrendously, and all non-blemmyae within 60 feet must
make a DC 12 Wisdom saving throw or become frightened
for 1 minute.

Not for resale. Permission granted to print or photocopy this document for personal use only.

42

Caller from the Deeps

Every pirate has heard tales of the haunted black


waters in which a mortal may gaze into the
terrible beauty of the Abyss, and in that moment
be overtaken by an urge to plunge him or herself
headlong into the seas chill embrace. These are
not mere fish tales, but the product of encounters
with callers from the deeps.
In the darkest reaches of the Plane of Water
corrupted by the Abyss, the impenetrable
blackness itself takes on the semblance of life. A
malevolent consciousness forms a body for itself
out of the cold, black waters of its birth. In some
cases a water elemental is possessed by Abyssal
entities. Regardless of its origins, the newly
formed caller from the deeps rises toward the
surface of the Prime Material Plane in search of
mortals to consume. These darkling elementals,
the callers from the deeps, embody the mysteries of
the deepest ocean trenches.
A caller from the deeps appears as an inky stretch
of cold black water. Closer inspection reveals a
mass of liquid black tentacles that writhe and
seethe in the water.
An encounter with a caller from the deeps is
terrifying not because of the elementals might or
its cold life-draining tendrils, but because of the
otherworldly song it whispers into the ear of the
doomed. Old salts whove survived such
encounters believe that it is the same song which
all callers from the deeps sing, one mind-rending
Abyssal dirge whose stanzas and refrains date
back to the primordial waters of creation and
will extend long after the waves have swallowed
mortal civilization.

Caller from the Deeps


Huge elemental, neutral evil

Armor Class 12 (natural armor)


Hit Points 105 (10d12+40)
Speed 0 ft., swim 50 ft.
STR
18 (+4)

DEX
CON INT
9 (-1) 19 (+4) 14 (+2)

WIS
CHA
12 (+1) 14 (+2)

Damage Vulnerabilities radiant


Damage Resistances acid, cold; bludgeoning, piercing,
and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses passive Perception 11, darkvision 60 ft.
Languages Abyssal, Primordial
Challenge 8 (3,900 XP)
Enervating Grip. When a creature ends its turn grappled
by the caller from the deeps, it takes 13 (2d8+4) necrotic
damage. The creature also must make a DC 15
Constitution saving throw or its maximum hit points are
reduced by this amount until its takes a long rest. If its
maximum hit points are reduced to 0 by this effect, the
creature dies.
Light Siphon. All bright light, even magical light, within 60
feet of the caller from the deeps is reduced to dim light.

ACTIONS
Multiattack. The caller from the deeps makes 2 tentacle
attacks, regardless of how many creatures it has grappled.
Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one
target. Hit: 13 (2d8+4) bludgeoning damage, and the
target is grappled.
Call of the Sea (recharge 5-6). Up to three creatures within
60 feet of the caller from the deeps hear a distant song.
Each creature must make a DC 15 Wisdom saving throw
or else on its turn attempt to move its speed toward the
nearest stretch of ocean and immerse itself. If the creature
enters the water on its turn, it proceeds to swim down
into the depths for 1 minute. If the creature is prevented
from entering the water on its turn, the enchantment is
broken.

Not for resale. Permission granted to print or photocopy this document for personal use only.

43

Carnivorous Scallop

This man-sized scallop, usually a fishermens


treat, is apt to treat itself to fishermen instead.

Carnivorous Scallop
Medium beast, unaligned

Armor Class 13 (natural armor)


Hit Points 27 (5d8+5)
Speed 5 ft., swim 15 ft.
STR
DEX
CON
17 (+3) 10 (+0) 12 (+1)

INT
1 (-5)

WIS
10 (+0)

CHA
1 (-5)

Condition Immunities blinded


Senses passive Perception 10, blindsight 50 ft. (blind)
Languages
Challenge 1 (200 XP)
Camouflaged. When resting inactive at the bottom of the
ocean where silt washes over it, the carnivorous scallop is
indistinguishable from the ocean floor.

Coelenite are a form of living coral, a singlecelled organism with a hive mind driven to
consume and to protect its reef home. Some
scientists believe the coelenite are actually one
enormous creature stretching the span of the
entire world. Sadly, such majesties are lost on
sailors who value the dead husks of these
creatures and sometimes attempt to trap
coelenite. Such attempts often turn against the
sailors, as the coelenite grow around anchor
chains and ship hulls, stranding a ship while the
rest of the coelenite colony gathers its boarding
party. There can be no parlay with a coelenite
unless a druid casts speak with plants, for it is
single-minded in its pursuit of expanding and
defending the colony, utterly devoid of feeling, as
cold as the oceans in which it grows.

Coelenite

ACTIONS
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d10+3) bludgeoning damage.
Clamp Down. When a creature within 5 feet is unaware of
the carnivorous scallop, it clamps down upon them. The
creature must make a DC 13 Constitution saving throw or
take 6 (1d6+3) piercing damage and be grappled. Each
failed attempt to escape the grapple inflicts another 6
(1d6+3) piercing damage.
Neurotoxin (recharge 6). The carnivorous scallop emits a
neurotoxin through its exhaling siphon in a 10-footdiameter cloud. Non-scallop creatures caught in the cloud
must make a DC 13 Constitution saving throw or be
paralyzed for 1 minute.

SCALLOP VARIATIONS

GIANT OYSTER. A GIANT OYSTER HAS


THERE IS A

Coelenite

NO SWIM SPEED, AND

5% CHANCE THAT IT HOLDS A PEARL.

NO SWIM SPEED.
PEARL MOTHER. A PEARL MOTHER HAS
IT CAN TELEPATHICALLY
HOWEVER, ITS INTELLIGENCE IS 3 AND
FEET.
IVOROUS SCALLOPS WITHIN 50
COMMAND ALL CARN

S A PEARL.
THERE IS A 95% CHANCE THAT IT HOLD
SOUND OR SHANTY IT
SINGING CLAM. THE CLAM MIMICS ANY
TO ATTRACT PREY, BUT A
HAS HEARD. MOSTLY, THIS IS
CE 8
CLAMS ACTUALLY HAVE INTELLIGEN

Medium plant, unaligned

Armor Class 13 (natural armor)


Hit Points 32 (5d8+10)
Speed 15 ft., swim 35 ft.
STR
14 (+2)

DEX
8 (-1)

CON
14 (+2)

INT
6 (-2)

WIS
CHA
10 (+0) 2 (-4)

Condition Immunities blinded, charmed


Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons
Senses passive Perception 10, blindsight 50 ft. (blind)
Languages telepath with the coelenite colony
Challenge 1/2 (100 XP)
Single-Celled Organism. The coelenite doesnt make
saving throws as normal. Instead, if a spell or effect
targets an individual creature, the coelenite automatically
succeeds its saving throw. Whereas it automatically fails
saves against area effect spells. Spells which target
multiple creatures (e.g. burning hands) are resolved as
normal.
Water Dependency. For every minute the coelenite is out
of the water it takes 3 (1d6) damage as it dries out.

ACTIONS
Rasping Arm. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 9 (2d6+2) slashing damage.

RARE FEW SINGING

.
AND CAN HOLD A CONV ERSATION

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44

Deepspawn

Horrendous orbs of fleshy appendages and


leering maws, the deepspawn of the Dark
Caribbean dwell in the Abyss giving birth to
monsters which assault the surface world.

Deepspawn
Huge aberration, chaotic evil

Armor Class 14 (natural armor)


Hit Points 105 (12d12+27)
Speed 10 ft., swim 20 ft.
STR
DEX
CON INT
18 (+4) 10 (+0) 16 (+3) 17 (+3)

WIS
CHA
14 (+2) 6 (-2)

Condition Immunities poisoned, prone


Damage Immunities poison
Senses darkvision 120 ft., passive Perception 10
Languages telepathy 120 ft.
Challenge 8 (3,900 XP)
Amphibious. The deepspawn breathes air and water.

Demon, Wastrilith

Christian theologists in the Dark Caribbean


believe that once there was a race of wise sea
serpents imbued with divine grace. However,
they grew jealous of mankinds mastery of the
seas, and declared war against humanity. For
their betrayal, these sea serpents were cast into
the Abyss where they become the first
wastriliths.
Foul self-styled princes of the deeps, wastriliths
would much rather lord over other sea creatures
than fulfill their duty as guardians of ancient
gateways to the watery Abyss. A wastrilith is
called upon when an Abyssal Lord needs a secret
treasure guarded, when a wicked wizard of great
might wishes to keep meddling creatures from
his undersea fortress, or when sea hags complete
an ancient ritual to bring doom to an island
community. They often are surrounded by
callers from the deeps*, cloakers, sahuagin,
water elementals, evil water weirds, and
numerous dominated aquatic beasts.

Innate Spellcasting. The deepspawns innate spellcasting


ability is Intelligence (spell save DC 14, spell attack +6). It
can innately cast the following spells without material
components:
At-will: detect thoughts, hold person, water breathing.
Spawn. During a 1d4 day birthing process, the
deepspawn can spawn a duplicate of any living creature it
has eaten. Such spawned creatures are aberrations and
have some distinguishing strange appearance; they never
turn against the deepspawn even if charmed.

ACTIONS
Multiattack. The deepspawn makes 3 bite attacks and 3
constricting tentacle attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one
target. Hit: 9 (1d10+4) piercing damage.
Constricting Tentacle. Melee Weapon Attack: +7 to hit,
reach 15 ft., one target. Hit: 6 (1d4+4) bludgeoning
damage, and the target is grappled. If a creature remains
grappled at the end of their turn, they automatically take
this damage again. Additionally, the grappled creature can
be wielded as a club, dealing the deepspawn's normal
damage to both target and the grappled creature. Severing
a tentacle requires 12 slashing or piercing damage, which
counts agains the deepspawn's total hit points.

Not for resale. Permission granted to print or photocopy this document for personal use only.

45

Wastrilith
Huge fiend (demon), chaotic evil

Armor Class 18 (natural armor)


Hit Points 210 (20d12+80)
Speed 20 ft., swim 40 ft.
STR
DEX
CON INT
WIS
CHA
20 (+5) 18 (+4) 18 (+4) 14 (+2) 14 (+2) 18 (-4)
Skills Perception +7, Stealth +14
Damage Resistances lightning; bludgeoning, piercing,
and slashing damage from nonmagical weapons
Condition Immunities poisoned
Damage Immunities cold, poison, pressure
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal, Aquan, telepathy 120 ft.
Challenge 14 (11,500 XP)
Amphibious. The wastrilith breathes air and water.
Aura of the Abyss. The wastrilith exudes an aura of cold,
darkness, and crushing pressure within 90 feet. Bright
light in its aura is reduced to dim light. A creature ending
its turn in the aura suffers 7 (2d6) cold damage and 7
(2d6) bludgeoning damage from crushing pressure.
Innate Spellcasting. The wastriliths innate spellcasting
ability is Charisma (spell save DC 17, spell attack +9). It
can innately cast the following spells without material
components:
At-will: control water, darkness, dominate beast (aquatic).
Reflective Carapace. When an attack that would deal
lightning damage deals no damage to the wastrilith, the
spell rebounds at the caster, who must re-roll the attack
or saving throw as if he or she targeted herself (and her
companions, if the spell has an area effect).

ACTIONS
Multiattack. The wastrilith makes a bite attack and 2
claw attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 16 (2d10+5) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 11 (2d6+5) piercing damage.
Scalding Breath (recharge 5-6). The wastrilith exhales
boiling water in a 30-ft cone. Each creature in that area
must make a DC 18 Dexterity saving throw, taking 49
(14d6) fire damage and pushed 10 feet on a failed save,
or half as much damage and not being pushed on a
successful save.

Dire Squid

Most dire squids are merely giant beasts of


immense size, demonized by the fears of sailors.
However, a few fall under the sway of Abyssal
Lords and burn with a supernatural hatred for
mankinds ships trespassing on their waters.

Dire Squid
Gargantuan beast, unaligned

Armor Class 10
Hit Points 125 (10d20+20)
Speed 0 ft., swim 30 ft.
STR
DEX
CON INT
18 (+4) 10 (+0) 14 (+2) 3 (-4)

WIS
10 (+0)

CHA
3 (-4)

Skills Stealth +6
Damage Immunities cold, pressure
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 6 (2,300 XP)
Water Breathing. The dire squid can breathe only
underwater, but it can hold its breath for 30 minutes.

ACTIONS
Multiattack. The dire squid makes 8 tentacle attacks
and 1 bite attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 17 (3d8+4) piercing damage.
Tentacle. Melee Weapon Attack: +5 to hit, reach 15 ft., one
target. Hit: 7 (1d6+4) bludgeoning damage and the
target is grappled. If a creature remains grappled at
the end of its turn, it automatically takes this damage
again. Additionally, the grappled creature can be
wielded as a club once per turn, dealing the dire
squids tentacle damage to both the target and the
grappled creature. Dealing 10 slashing or piercing
damage to a tentacle (AC 11) severs it, which counts
against the nautilus total hit points.
Ship Squeeze. Once the dire squid has hit a ship with
six tentacles, it can begin squeezing the hull, dealing 15
points of bludgeoning damage each round it uses six
tentacles to maintain the squeeze.

Not for resale. Permission granted to print or photocopy this document for personal use only.

46

Douen

The douen go by many names: Aztecs call them


chaneque, Mayans aluxob, and Spanish duende
(though duende is a catch-all term Spaniards use
to describes sprites, gnomes, and goblins of all
sorts). Whatever name they are called by, douen
appear as strange children in little if any clothes,
with shriveled or blurred faces, and backwards
facing feet. Something always shades their eyes
from view, whether a mat of gnarled hair, a wide
straw hat, or shadows.
According to Church beliefs, the douen are the
souls of unbaptized children returned as a type
of undead child-demon who lure people into the
jungle in order to prey on them.
Native beliefs, on the other hand, consider the
douen as a type of mischievous nature spirit who
can be placated and even helpful with the right
rituals, but if not properly honored their tricks
could take on a malicious character.
Interestingly, both schools of thought describe
the douen as traveling back and forth from the
Underworld using sacred trees like the silk
cotton tree or dry kapok tree.

DOUEN SOU L VESSELS

WHEN A DOUEN STEALS A

SOUL,
IT STORES THE SOUL
IN A GOURD,
SKU LL, OR OTHER VES
SEL.
DOUEN TREAT THIS VESSEL
AS
AN HONORED GUEST,
SINGING
SONGS TO IT, SERVING
IT FOOD,
AND TREATING IT IN MU
CH THE

SAME WAY A HUMA N


CHILD
WOULD TREAT A DOLLY

Douen
Small undead fey, chaotic neutral

Armor Class 12
Hit Points 21 (6d6)
Speed 35 ft.
STR
DEX
CON INT
WIS
CHA
8 (-1) 15 (+2) 10 (+0) 10 (+0) 12 (+1) 13 (+1)
Skills Stealth +4
Senses darkvision 60 ft., passive Perception 11
Languages Sylvan, telepathy 60 ft. with children only
Challenge 1 (200 XP)
Blurred Movement. Readied attacks and opportunity
attacks made against the douen while it moves have
disadvantage to hit. An attacker not relying on sight
(blindsight) or able to see thru illusions (truesight) is
immune to this effect.

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4+2) piercing damage.
Soul-Stealing Gaze (1/short rest). The douen looks upon
a creature within 60 feet, and the creature must make
a DC 12 Wisdom save or become frightened for 1
minute. When the creature's frightened state ends, if
the douen can still see the creature, it can steal the
creature's soul which, according to tradition, it buries
in an container somewhere in the woods. A creature
stripped of its soul changes its alignment to unaligned,
does not recover exhaustion levels, and suffers a
cumulative level of exhaustion each day it is apart
from its soul, dying in 6 days if its soul is not retrieved.
Long Walk in the Woods. The douen causes a group of
up to eight travelers it can see to suffer disadvantage
on Wisdom (Survival) checks to avoid natural hazards
and avoid getting lost for the next hour.

Not for resale. Permission granted to print or photocopy this document for personal use only.

47

Dread Zombie

A dread zombie is a humanoid who had its grosbon-ange ("big soul", the animating life force)
ritually stolen and their body transformed. Their
skin appears grayish and leathery, their eyes
dead, their lips blue like a dead man's. Most
commonly this ritual is performed by wicked
bokor aligned with the Loa Baron Samedhi, who
stores the victim's gros-bon-ange in a ritually
prepare skull. Dread zombie are completely
under the thrall of their creator so long as he or
she keeps their gros-bon-ange; they have enough
intelligence to follow full-sentence instructions
and use simple tactics. Most do not realize they
are dead, existing in a state of twilight.
A recently created dread zombie may be
restored by means of a voodoo ritual if its grosbon-ange is recovered before a number of days
has passed equal to the summation of its positive
Wisdom and Constitution ability modifiers
(minimum 1). Once this time has elapsed,
however, there is no going back and the victim is
a "lost zombie", their skin gradually rotting off
and over the weeks ahead degenerating into a
regular zombie. If they get their gros-bon-ange
back after this point, they may gain their
freedom but not their mortality. Even a creature
that returns to life is likely to have been marked
by their harrowing experience, taking a new flaw.

Dread Zombie
Medium undead, neutral (with evil tendencies)

Armor Class 9
Hit Points 37 (5d8+15)
Speed 25 ft.
STR
16 (+3)

DEX
CON
8 (-1) 16 (+3)

INT
6 (-2)

WIS
10 (+0)

CHA
6 (-2)

Saving Throws Wisdom +2


Condition Immunities charmed, poisoned
Damage Immunities poison
Damage Resistances bludgeoning, slashing, and
piercing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages it knew in life
but cannot speak
Challenge 1 (200 XP)
Spell Immunities. Enchantment spell of any kind fail
against a dread zombie so long as its gros-bon-ange is
kept by its creator.
Turn Resistance. The dread zombie has advantage on
saving throws against any effect that turns undead.
Undead Fortitude. If damage reduces the dread zombie
to 0 hit points, it must make a Constitution saving
throw with a DC of 5 + the damage taken, unless the
damage is radiant or from a critical hit. On a success,
the dread zombie drops to 1 hit point instead.

ACTIONS
Slam or Weapon. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8+3) bludgeoning damage, or by
weapon type.

VOODO
O RIT
UALS
A VOO
DOO R
ITUAL
CAN B
COND

UCTED
E
BY A B
OKOR
OR MA
, HOUNG
MBO,
AN,
OR A
SPELL
V ERSE
CASTE
D IN V
R
OODO
O TRA
REQUIR
DITION
ES TH
. IT
REE C
OMPO
LINKED
N
E
N
TS
TO TH
E TARG
ET: SO
FROM
METHIN
THEIR
G
BODY,
A LINK
DEAD
TO TH
ANCES
EIR
TORS,
AND S
PRECIO
OMETH
US TO
IN
G
THEM
.

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48

Giant Anemone

Giant Anglerfish

A giant anglerfish is a deepwater carnivore with


a illiciim - a dim-light producing appendage
dangling in front of it that acts as a lure for
mesmerized fish and foolhardy adventurers.

Giant Anemone
Large beast, unaligned

Armor Class 13 (natural armor)


Hit Points 91 (14d10+14)
Speed 0 ft., swim 30 ft.
STR
16 (+3)

DEX
6 (-1)

CON
12 (+1)

INT
1 (-5)

WIS
10 (+0)

CHA
1 (-5)

Condition Immunities blinded


Damage Immunities pressure
Senses blindsight 15 ft. (blind), passive Perception 10
Languages
Challenge 5 (1,800 XP)

Giant Anglerfish
Large beast, unaligned

Armor Class 14 (natural armor)


Hit Points 60 (8d10+16)
Speed 0 ft., swim 30 ft.
STR DEX
CON INT
16 (+3) 10 (+0) 14 (+2) 1 (-5)

WIS
CHA
10 (+0) 2 (-4)

Regeneration. The anemone regains 1 hit point at the


start of its turn, always beginning with its tendrils.
Each tendril has 5 hit points and is immune
bludgeoning damage. If the anemone is reduced to 0
hit points or less, it loses its regeneration trait.

Damage Immunities cold, pressure


Senses darkvision 60 ft., tremorsense 60 ft.
(underwater only), passive Perception 10
Languages
Challenge 4 (1,100 XP)

ACTIONS

Perfect Camouflage. An anglerfish on the ocean floor


(or in a similar habitat) with its mouth open appears
to be a cavern full of stalactites and stalagmites with
something glowing inside. The light source is actually
the anglerfish's luminous illiciim. A creature that
wanders within and doesn't realize the anglerfish's
true nature is surprised.

Multiattack. The anemone makes 10 tendril attacks.


Tendril. Melee Weapon Attack: +6 to hit, reach 15 ft., one
target. Hit: 5 (1d4+3) poison damage and the creature is
grappled. The creature must make a DC 14
Constitution saving throw or it is poisoned for 1
minute. If the anemone hits a creature it has already
poisoned, and if that creature fails its save again, then
it is also paralyzed for 1 minute. If the anemone hits a
creature it has already grappled, that creature is pulled
into its mouth and restrained. The restrained creature
takes 7 (2d6) acid damage at the start of each of its
turns. If 45 damage is dealt to the giant anemones
trunk cavity, it releases the trapped creature.
Maw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1d4+3) poison damage.

REACTIONS
Acid Spew. When the giant anemone suffers 30 or more
damage in a single round, it withdraws all of its
tentacles inside its body and spews acidic juices in a
10-ft radius. All creatures within range take 7 (2d6)
acid damage, though a DC 14 Dexterity saving throw
allows a creature to take only half damage.

Water Breathing. The giant anglerfish can breathe


only underwater.

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 16 (3d8+3) piercing damage. The giant
anglerfish makes a Strength (Athletics) check to
grapple the target, and if successful swallows the
target whole. When the target ends its turn still
grappled by the giant anglerfish it takes 16 damage
automatically. Piercing attacks against the giant
anglerfish with a swallowed creature also deal a
similar amount of damage to the swallowed creature.
A creature swallowed by the giant anglerfish can only
use small weapons against it from the inside. The
giant anglerfish may only have one creature
swallowed at a time, and may not make bite attacks
while it digests the creature.

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49

Giant Eel
Giant Anemone

Giant Eel
Large beast, unaligned

Armor Class 14 (natural armor)


Hit Points 60 (8d10+16)
Speed 5 ft., swim 25 ft.
STR
DEX
CON
15 (+2) 14 (+2) 14 (+2)

INT
1 (-5)

WIS
10 (+0)

CHA
2 (-4)

Skills Perception +2, Stealth +6


Condition Immunities disease, frightened
Damage Immunities pressure
Senses darkvision 60 ft., passive Perception 12
Languages
Challenge 3 (700 XP)

Giant Anglerfish

Wasting Disease. Any creature bitten by the eel must


make a DC 12 Constitution check or contract a wasting
disease. After 12 hours the bitten body part becomes
swollen and sore to the point of being useless (a
swollen foot imposes a -5 speed penalty, while a
swollen leg halves the creature's speed, rounded
down). The bitten body part rots away in 1d4+4 days
unless treated.
Water Breathing. The eel can breathe only underwater.

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 12 (3d6+2) piercing damage, and the eel
grapples the creature. When the creature ends its turn
grappled, it takes the same amount of damage again
automatically. If the eel is killed with its jaws still
locked on the creature, one minute and a DC 12
Medicine check is required to safely remove the head
of the eel, otherwise the target takes bite damage
again. If the head of the eel is not removed, the
creature bleeds out 1 hit point per round.

Giant Eel

Electric Discharge (recharge 5-6). The eel releases an


electric discharge in a 15-ft radius thru the water. Each
non-eel creature within the radius takes 14 (4d6)
lightning damage. A DC 12 Constitution saving throw
reduces this damage by half. However, a creature
failing this save is stunned until the start of the eel's
next turn.

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50

Giant Nautilus

Known as the "Druid of the Deeps", the Giant


Nautilus roams the deep oceans, the Elemental
Plane of Water, and other exotic planar seas. In
the Dark Caribbean there are only one or two
such creatures. It is a keeper of ecological
balance, living for up to 4,000 years before either
mating or undergoing a Phoenix-like chrysalis
that kills the the aging parent and births a new
Giant Nautilus. Keeping ocean waters clean and
reefs thriving, ensuring a marine species isn't
over-hunted, removing sunken shipwrecks from
the ocean floor, and preserving the boundaries
between the Abyss and the mortal world all fall
within the Giant Nautilus' purview. It is an
implacable enemy of wastriliths and the Kraken,
though lacks sufficient might to contest the
Kraken in a straight fight.

Legendary Actions

The Giant Nautilus can take 3 legendary actions


each round, choosing from the options below.
Only one legendary action option can be used
per turn and only after another creatures turn.
The Giant Nautilus regains spent legendary
actions at the start of its turn.
Elemental Sojourn. The nautilus transports
itself and all creatures within 120 feet to the
Elemental Plane of Water, an ocean on another
plane, or back to the ocean of the mortal world.
Frigid Waters. The giant nautilus causes water
up to a quarter-mile away to become frigid. Any
creatures within 120 feet of the giant nautilus
must immediately begin making DC 19
Constitution saves as if they'd already reached
the maximum time they can withstand frigid
water without consequences (see DMG page 110).
Tentacle Flurry. The giant nautilus makes up to 4
extra tentacle attacks, provided it has sufficient
intact tentacles to do so. Each tentacle that hits a
ship slows the ship by 2 knots. If the ships speed
drops to 0 knots, the nautilus inflicts a critical hit.
Will of the Sea. All charmed aquatic beasts and
water elementals within a quarter-mile (1,320 feet)
of the giant nautilus are immediately freed of
control.

Giant Nautilus
Gargantuan monstrosity, neutral

Armor Class 17 (natural armor)


Hit Points 203 (14d20+56)
Speed 0 ft., swim 40 ft.
STR
22 (+6)

DEX
8 (-2)

CON INT
WIS
CHA
18 (+4) 18 (+4) 22 (+6) 18 (+4)

Saving Throws Wisdom +11


Damage Immunities cold, pressure
Skills Perception +11
Senses tremorsense 1,320 ft. (underwater only), passive
Perception 21
Languages telepathy 120 ft. (or 1,320 ft. underwater)
allowing communication with all creatures and beasts
Challenge 13 (10,000 XP)
Innate Spellcasting. The giant nautilus spellcasting
ability is Wisdom (save DC 19, spell attack +11). It can
innately cast the following spells without material
components as if using a 9th level spell slot.
At-Will: animal messenger (aquatic only), conjure
animals (aquatic only), control water, detect evil and
good, detect magic, detect poison and disease, locate
animals or plants (aquatic only), wall of stone (coral)
3 / Day: conjure elemental (water elementals only)
Water Breathing. The nautilus can breathe only underwater.

ACTIONS
Multiattack. The nautilus makes 12 tentacle attacks.
Tentacle. Melee Weapon Attack: +11 to hit, reach 30 ft.,
one target. Hit: 9 (1d6+6) bludgeoning damage, and the
target is grappled. If a creature remains grappled at
the end of its turn, it automatically takes this damage
again. Additionally, the grappled creature can be
wielded as a club once per turn, dealing the nautilus
tentacle damage to both the target and the grappled
creature. Dealing 15 slashing or piercing damage to a
tentacle (AC 11) severs it, which counts against the
nautilus total hit points. The nautilus has 20 tentacles
total, so the number of attacks it makes with
multiattack only diminishes if its total number of
tentacles are brought below 12.
Ship Squeeze. Once the nautilus has hit a ship with six
tentacles, it can begin squeezing the hull, dealing 15
points of bludgeoning damage each round it uses six
tentacles to maintain the squeeze.

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51

Imperiling the Ship

When facing sea beasties of Gargantuan size like


the dire squid*, giant nautilus*, giant whale
(leviathan)*, and giant starfish*, pirates may find
their ship imperiled just as much as their own lives.
These monstrosities can splinter yardarms in their
tentacles and literally crush a ships hull. When
such a beastie scores a critical hit against a ship, or
does significant damage to a ship, consider rolling
on the table below to determine how the ship is put
at risk. If the PCs dont take action to resolve the
complication then something disastrous ensues.
These complications give players a chance to let
their ingenuity (as well as their PCs non-combat
skills) shine, and keep a fight with a tough monster
fresh and dynamic.

d6

Area of the Ship at Risk

A hole is created in the deck. Anyone moving


about the deck must make a DC 14 Dexterity
(Acrobatics) check or fall taking 2d10 damage.

A hole is punched thru the hull above the


water line, but in choppy seas this could easily
ood the bilge.

A hole is punched through the hull below the


water line. If it isnt sealed, the ship will sink.

One of the masts breaks and creates a falling


hazard (DC 14 Dexterity save; 5d6 damage).

Ship shakes from side to side; creatures


aboard must make a DC 14 Dexterity
(Acrobatics) check or be thrown about deck.

1d4 crew members are knocked overboard.

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52

Giant Sea Urchin

Giant Starfish (Sunstar)

Giant Sea Urchin

Giant Starfish

Small beast, unaligned

Gargantuan beast, chaotic neutral

Armor Class 13 (natural armor)


Hit Points 27 (5d8+5)
Speed 15 ft., swim 15 ft.

Armor Class 12 (natural armor)


Hit Points 162 (13d20+26)
Speed 5 ft., swim 30 ft.

STR
DEX
7 (-2) 10 (+0)

CON
12 (+1)

INT
1 (-5)

WIS
10 (+0)

CHA
1 (-5)

Condition Immunities blinded


Senses blindsight 30 ft. (blind), passive Perception 10
Languages
Challenge 1 (200 XP)
Spiny. Any creature touching, grappling, or attacking
the giant sea urchin bare-handed (or wearing leather
gloves) is immediately hit by a spine attack.

ACTIONS
Multiattack. The giant sea urchin makes 3 (1d4+1) spine
attacks.
Spines. Ranged Weapon Attack: +2 to hit, range 80 ft.,
one target. Hit: 4 (1d4) piercing damage, and the
creature must make a DC 10 Constitution saving
throw or become poisoned. If the creature fails its
saving throw by 5 or more, it is also paralyzed. At the
start of each of the paralyzed creatures turns it
makes this saving throw again. On a successful save,
it removes the poisoned and paralyzed conditions. On
a failed save, it takes 4 (1d8) poison damage. Once a
creature succeeds this saving throw, it is immune to
that particular giant sea urchins poison for 24 hours.

URCHIN VARIATIONS

ETY OF SHAPES AND

GIANT SEA URCHINS COME IN A GREAT VARI


OW, AND SILVER). SOME ARE
COLORS (BLACK, GREEN, RED, YELL
ES, AND OF THESE THE
FOR THE PEARLS INSIDE THEIR BODI
HUNTED

VER,
IDERED MOST VALUABLE. HOWE
SILVER-COLORED SPECIES IS CONS
NDS TO HOW DANGEROUS THE
THE COLORATION ALSO CORRESPO
OF
ING FOR THE URCHINS NUMBER
URCHIN IS. THUS, INSTEAD OF ROLL
D ON
IT A NUMBER OF ATTACKS BASE
ATTACKS, THE DM CAN ASSIGN
ITS COLOR.
FIRE
FIRE

ES, RED URCHINS


BLACK AND GREEN URCHINS FIRE 2 SPIN
ES, AND SILVER URCHINS
ES, YELLOW URCHINS FIRE 4 SPIN

3 SPIN

5 SPINES. AT THE DMS DISCRETION, SOM

STR
DEX
19 (+4) 8 (-1)

CON
15 (+2)

INT
6 (-2)

WIS
12 (+1)

CHA
5 (-3)

Condition Immunities blinded


Damage Resistances bludgeoning weapons
Senses blindsight 30 ft. (blind), passive Perception 11
Languages
Challenge 3 (700 XP)
Rays of the Starfish. Half of the giant starfish's hit
points (81 hp) make up its main body. The other half
are divided evenly among its five rays (16 hp each).
These hit points are tracked independently. If a ray is
reduced to 0 hit points by a slashing weapon or a spell,
it is severed.
Regeneration. At the start of its turn, the giant starfishs
main body regains 1 hit point. Lost rays are
regenerated at the rate of one per week. If the giant
starfishs main body is reduced to 0 hit points or less it
loses its regeneration trait and is dead.
Sticky Skin. Attempts to escape a giant starfishs grasp
are disadvantaged due to its naturally adhesive skin.

ACTIONS
Multiattack. The giant starfish makes 5 ray attacks.
Ray. Melee Weapon Attack: +6 to hit, reach 20 ft., one
target. Hit: 7 (1d6+4) bludgeoning damage, and any
creature or object is grappled by the giant starfish.
Ship Ram. The giant starfish makes a ray attack
against a ship. If it hits, it counts as an automatic
critical hit and the giant starfish grapples the ship
which grinds to a halt. All creatures aboard must make
a DC 14 Dexterity (Acrobatics) check or be knocked
prone by the force of the sudden shaking. If the ship
was moving in moderate (30 mph) or faster winds,
there is a also 50% chance one of the sails or yardarms
is damaged.

E URCHIN VARIETIES

DIFFERENT TYPE OF POISON.


MAY EVEN HAVE A COMPLETELY

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53

Giant Whale (Leviathan)

Unimaginably fierce giant whales earn the


appellation of "Leviathan" from sailors. What
exactly the Leviathan represents depends on
your campaign. It may be a unique lord of all
whales who acts as intermediary between
cetaceans and the sea gods. It may be a battlescarred albino giant whale with a hatred for
whalers. Or it may be a slumbering telepathic
creature of the depths summoned by ancient
magic to enact vengeance upon an arrogant king.
Regardless, the Leviathan has an Intelligence of
15, gains Legendary Actions, and you may wish to
give it higher than average hit points.

Legendary Actions

The Leviathan can take 3 legendary actions each


round, choosing from the options below. Only one
legendary action option can be used per turn and only
after another creatures turn. The Leviathan regains
spent legendary actions at the start of its turn.
Control Water. The Leviathan casts control water
without any components centered on itself.
Legendary Swallow. The Leviathan inhales, creating
a strong current affecting any creatures or small
boats smaller than 40-feet long in the water within 50
feet of the Leviathan. They must make a check as
described under Bite or be swallowed whole.
Tail Slap. The Leviathan cracks the water with its
tail, creating a boom of deafening sound. All creatures
within 50 feet must make a DC 16 Constitution save or
be incapacitated until the start of the Leviathan's next
turn and deafened for 1 minute.
Terrible Waves (costs 2 actions). The Leviathan
creates a wave effecting every ship within 500 feet.
Ships list (roll from side to side) heavily for 5 rounds,
causing the upslope to act as difficult terrain and the
downslope to be slippery and any creatures falling
prone slides across the deck. Additionally, the ship
turns out of control so its broadside is to the waves,
and there is the risk of crew getting washed overboard
as per Crush. The helmsman must make a DC 15
Wisdom (watercraft) check or the hatchways take on
water, in which case 50% of the crew is required to
bail out the ship and discard unnecessary weight to
prevent the ship from beginning to sink within a
minute.

Giant Whale
Gargantuan beast, neutral

Armor Class 12 (natural armor)


Hit Points 203 (14d20+56)
Speed 0 ft., swim 40 ft.
STR
DEX
CON INT
WIS
CHA
25 (+7) 10 (+0) 18 (+4) 10 (+0) 14 (+2) 10 (+0)
Skills Perception +10
Senses tremorsense 300 ft. (underwater only), passive
Perception 16
Languages whale song
Challenge 9 (5,000 XP)
Echolocation. The giant whale uses tremorsense
underwater but cant use tremorsense while deafened.
Hold Breath. The giant whale can hold its breath for 1
hour at a time.
Unimpeded. So long as the giant whale is not bloodied
(at half hit points), it is immune to being grappled,
incapacitated, knocked prone, restrained, or stunned.

ACTIONS
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., all
creatures by its mouth. Hit: 50 (2d4 x 10) piercing
damage, and each target is grappled. If the target is
under 20 feet long (like most auxiliary ships), it is
swallowed whole unless it succeeds a DC 25 Strength
(Athletics) check to swim clear, or a DC 25 Wisdom
(watercraft) check to pilot the ship clear.
Ram. Melee Weapon Attack: +11 to hit, reach 5 ft., one
ship or huge/gargantuan creature. Hit: 50 (2d4 x 10)
bludgeoning damage, and all creatures aboard must
make a DC 16 Dexterity saving throw or fall prone and
slide 10 feet in a random direction.
Crush. The giant whale must begin at a depth of 50
feet, then hurtles toward a ship on the surface. The
ship must make a DC 16 Dexterity saving throw or be
crushed under the giant whale's body or tail. A
helmsman aware of what the giant whale is
attempting can use their reaction to make a DC 25
Wisdom (watercraft) to grant the ship advantage on its
save. If the ship is crushed it takes 100 (3d6 x 10)
bludgeoning damage. Creatures must make a DC 16
Dexterity saving throw or be cast overboard.

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54

Gulper

Jenny Hanniver

Jenny Hannivers appear as as


small grotesque mermaids,
with vaguely human faces and
lower bodies resembling rays,
skates, and sawfish. Despite their
appearance, jennies are wholly
animals governed by a pack
mentality. Some practitioners of
Voodoo value dried corpses of
jenny hannivers for their rituals.

Gulper
Large beast, unaligned

Jenny Hanniver

Armor Class 12 (natural armor)


Hit Points 78 (12d10+12)
Speed 0 ft., swim 30 ft.
STR
DEX
CON INT
15 (+2) 10 (+0) 12 (+1) 1 (-5)

Small beast, unaligned

WIS
CHA
10 (+0) 2 (-4)

Damage Immunities cold, pressure


Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages
Challenge 1 (200 XP)
Vacuous Aura. Any Medium or smaller creature
starting or ending its turn within 20 feet of a gulper
(that is both aware of the creature and not
incapacitated), must make a DC 11 Strength saving
throw or be pulled 15 feet toward the gulpers mouth.
Water Breathing. The gulper can breathe only
underwater.

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 11 (2d8+2) piercing damage and the target is grappled
(escape DC 11). Until the grapple ends, the target is
restrained, and the gulper can't bite another target.

Swallow. The gulper makes a bite attack against a


Medium or smaller target it is grappling. If the attack
hits, the target is swallowed. The swallowed target is
blinded and restrained, has total cover against attacks
and other effects outside the gulper and it takes 5 (2d4)
acid damage as the start of each of the gulper's turns. The
gulper can only have one target swallowed at a time. If
the gulper dies, a swallowed creature is no longer
restrained by it and can escape from the corpse using 5
feet of movement, and exiting prone.

Armor Class 12
Hit Points 9 (2d6+2)
Speed 5 ft., swim 30 ft.
STR
DEX
9 (-1) 14 (+2)

CON
12 (+1)

INT
2 (-4)

WIS
10 (+0)

CHA
5 (-3)

Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages
Challenge 1/8 (25 XP)
Aquatic Seeming. While submerged, the jenny
hanniver looks like an immature mermaid, a manta
ray, or a strange fish. Only viewing it up close within
30 feet in bright light reveals its true nature.
Pack Tactics. The jenny hanniver has advantage on an
attack roll against a creature if at least one of the
jenny hanniver's allies is within 5 feet of the creature
and the ally isnt incapacitated.

ACTIONS
Multiattack. The jenny hanniver makes two of the
following attacks, according to what its physiology allows.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 2 (1d6-1) piercing damage.
Claw. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 1 (1d4-1) slashing damage.
Sting. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 1 piercing damage, and the target must
make a DC 11 Constitution saving throw or be
poisoned for 1 hour or until treated during a short rest.

Not for resale. Permission granted to print or photocopy this document for personal use only.

55

HAZARD

Kelpie

A hazard to all sailors, the kelpie is a barely


sentient form of plant life that projects an
illusion of a green-clad woman or a hippocampus
entangled in kelp. Anyone viewing the kelpie can
take an action to make a DC 15 Wisdom (Insight)
check to ascertain its true nature. On a success,
the viewer sees the kelpie for what it is. If the
check fails by 5 or more, however, the viewer is
charmed for 1 minute to believe the kelpie to be
the most beautiful woman or hippocampus ever
seen, and uses its movement to enter the water
and embrace the kelpie.
Any creature touching must make a DC 15
Strength (Athletics) or Dexterity (Acrobatics)
check or become grappled (escape DC 15) and
pulled underwater. Charmed creatures
automatically fail this check. At the start of a
grappled creatures turn, the kelpie squeezes the
air from its lungs, reducing how long it can hold
its breath before drowning by 1 minute.

Lycanthrope, Seawolf
Seawolf
Medium humanoid (shapechanger), chaotic evil

Armor Class 12 in humanoid form, 13 (natural armor)


in seawolf or hybrid form
Hit Points 58 (9d8+18)
Speed 30 ft. in humanoid or hybrid form (10 ft., swim
40 ft. in seawolf form)
STR
DEX
CON INT
WIS
CHA
15 (+2) 14 (+2) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Damage Resistances bludgeoning, piercing, or
slashing weapons that are not silvered
Skills Perception +4, Stealth +4
Senses darkvision 60 ft., passive Perception 14
Languages English, and choose 2 more (cannot speak
in seawolf form)
Challenge 3 (700 XP)
Keen Hearing and Smell. The seawolf has advantage on
Wisdom (Perception) checks relying on hearing or smell.
Hold Breath. The seawolf can holds its breath for a
number of minutes equal to its Constitution score (14).
Shapechanger. The seawolf can use its action to
polymorph into a wolf-headed sea lion or a wolfhumanoid hybrid, or back into its true form, which is
humanoid. Its AC, speed, and attack modes change
with its forms. When the seawolf dies it reverts to its
true form.

ACTIONS
Multiattack (seawolf or hybrid form). The seawolf makes 2
attacks with any combination of bite or claw attacks.
Bite (seawolf or hybrid form). Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 2 (2d4+2) piercing
damage. If the target is humanoid, it must succeed a
DC 12 Constitution saving throw or be cursed with
seawolf lycanthropy.
Claw (hybrid form). Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
Boarding Axe (humanoid form). Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing
damage, or 7 (1d10+2) damage if wielded with two hands.

Not for resale. Permission granted to print or photocopy this document for personal use only.

56

Seawolves appear as hairy sailors, often awash in


faded blue and black marine tattoos. An old
curse allows them to assume the form of wolfheaded sea lions or as men with the faces of
wolfish eels. They are a scourge on the shipping
lanes of the Caribbean, applying devious tactics
to sabotage ships and weaken crew before
launching a boarding party. Drilling holes into
the sides of ship, throwing fire bombs at the sails,
poisoning the crew no stratagem is too dirty
or underhanded for the seawolves. Some are even
known to drink and make merry with a crew
before the betrayal, though a seawolfs idea of
merry-making always betrays its cold cruel
nature.

Curse of the Seawolf

Some Voodoo practitioners believe the curse


afflicting seawolves is meant to bring justice to a
great criminal who wronged the Loa. If this is the
case, justice is a long time coming and washed in
seas of blood from the seawolves victims.
However, the unusual nature of seawolf
lycanthropy lends credence to this belief. Unlike
other lycanthropes, which change shape under
the full moon, seawolves are compelled to change
shape when they smell blood, much like a shark
goes into a feeding frenzy. Just a few drops of
blood is all it takes. Older seawolves feel the call
of the blood but learn to temper their urges.

Seawolf Captain
Medium (Large) humanoid (shapechanger), chaotic evil

Armor Class 13 (leather armor) in humanoid form,


15 (natural armor) in seawolf or hybrid form
Hit Points 90 (12d8+36)
Speed 30 ft. in humanoid or hybrid form (10 ft., swim
50 ft. in seawolf form)
STR
DEX
CON INT
WIS
CHA
17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 10 (+0)
Damage Immunities bludgeoning, piercing, or
slashing weapons that are not silvered
Skills Intimidation +3, Perception +5, Stealth +5
Senses darkvision 60 ft., passive Perception 15
Languages English, and choose 2 more (cannot speak
in seawolf form)
Challenge 7 (2,900 XP)
Keen Hearing and Smell. The seawolf has advantage on
Wisdom (Perception) checks relying on hearing or smell.
Hold Breath. The seawolf can holds its breath for a
number of minutes equal to its Constitution score (14).
Shapechanger. The seawolf captain can use its action to
polymorph into a Large wolf-headed sea lion or a
Medium wolf-humanoid hybrid, or back into its true
form, which is humanoid. Its size, AC, speed, and
attack modes change with its forms. When the seawolf
dies it reverts to its true form.

ACTIONS
Multiattack. The seawolf makes 2 attacks with any
combination attacks..

FRANOIS

LOLONNA
IS - FIRS
T OF THE
FRENCH PIR
SEAWOLVE
ATE FRAN
S
CO
IS LOLLO
HAV E PER
NAIS WAS
ISHED AT
BELIEV ED
THE HA N
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TO
HOWEV ER,
ON DURA N
THE TRUT
TRIBE IN
H WAS LO
D
A
R
I
N
.
LONNAIS
OF THE S
KNOWN A
PANISH
S THE BA
MADE A P
NE
A
CT
WITH DAR
BRINK OF
K POWER
DEATH HE
S, A N D O
WAS TRA
N
THE
NSFORME
SEAWOLV
D INTO TH
ES. SINCE
E FIRST O
HIS TRAN
F THE
SF
ORMATIO
CRUELTY
N, LOLO
HAS ON LY
NNAIS LE
GROWN W
GENDARY
O
R
SE, AND H
AND EATS
E REG
NOTORIOUS

THE HEAR
U LARLY TO
TS OF HIS
RTURES
VICTIMS. H
IS
SH
IP, LE LO
ES AGAINST
UP D E
NEW SPAIN
AND ALL
WEAKNES
WHO SHO
S. HIS CR
W SIGNS O
EW INCLUD
F
ES ON LY TH
SEAWOLV
E MOST S
ES WHO V
AVAGE OF
IEW HIS C
URSE AS
A GIFT.

MER, STRIK

Bite (seawolf or hybrid form). Melee Weapon Attack: +6


to hit, reach 5 ft., one target. Hit: 13 (4d4+3) piercing
damage. If the target is humanoid, it must succeed a
DC 12 Constitution saving throw or be cursed with
seawolf lycanthropy.
Claw (hybrid form). Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage.
Harpoon (humanoid form). Melee or Ranged Weapon Attack:
+6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7
(1d8+3) piercing damage.
Seawolfs Rage (1/short rest). The seawolf captain enters a
rage for up to 1 minute. While raging it gains advantage
on Strength checks and saving throws, its melee attacks
deal +2 damage, and it gains an additional attack when
using Multiattack.

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57

Morkoth

Malicious and cruel, the morkoth is known as


the wraith of the deeps by sailors. It appears as a
grotesque man-sized fish with the lower torso of
an octopus and four spindly hooked limbs.
Exceptionally cunning, the morkoth creates its
lair in a network of undersea caverns rigged with
hazards to lure its prey into.

Morkoth
Medium aberration, chaotic evil

Armor Class 15 (natural armor)


Hit Points 78 (12d8+24)
Speed 30 ft., swim 40 ft.
STR
DEX
CON INT
WIS
CHA
14 (+2) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 8 (-1)
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Deep Speech, Morkoth
Challenge 4 (1,100 XP)
Amphibious. The morkoth breathes air and water.
Innate Spellcasting. The morkoths spellcasting ability is
Intelligence (spell save DC 13, spell attack +5). It can cast the
following spells without material components.

At-will: hypnotic pattern, minor illusion

Magic Resistance. The morkoth has advantage on saving


throws against spells and other magical effects.
Spell Reflection. When the morkoth successfully saves against
a spell of 5th level or lower, it can redirect the spell back at
the caster. Spells it reflects function as if cast with a 5th level
spell slot. If dispel magic is cast upon the morkoth, it cannot
use Spell Reflection against spells of an equal or lower level
to the spell slot used to cast dispel magic for 10 minutes.

ACTIONS
Multiattack. The morkoth makes a bite and 4 claw attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (1d10+2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) slashing damage.
Deadly Lure. The morkoth causes any creatures charmed by
its hypnotic pattern to immediately move at half their speed
(rounded down) toward the pattern, oblivious to any hazards
en route.

TEM PLATE

Seaclaimed Creature

Seafarers who face death's door while on the


ocean's are sometimes paid a visit by one of the
Abyssal Lords known as Davy Jones. They are
offered an opportunity to avoid death, but in
return must swear service to Jones and his ship,
the Flying Dutchman, for a term of 100 years.
Those who accept this fate are changed,
becoming more like the creatures of the sea.
Seaclaimed" is a template that can be added to
any humanoid creature. It increases the
creature's CR by a total amount equal to the sum
of the adjustment value listed by each
Seaclaimed Change. Modify the base creature in
the following ways:
Speed: A seaclaimed creature gains a swim speed
equal to half the base creature's land speed.
Senses: A seaclaimed creature gains darkvision 60-ft.
Amphibious (Trait): A seaclaimed creature can
breathe air and water equally well.
Deliver the Black Spot (Action): By making a
touch attack against someone who has
attempted to escape a bargain with one of the
Abyssal Lords, a seaclaimed creature may place a
sickly Black Spot on the target. All sailors who
see the Black Spot have their attitude towards
that marked one attitude shifted one category
toward hostile. Davy Jones and all who serve him
receive advantage on opportunity attack rolls
against the target. The Black Spot persists as long
as Davy Jones pursues the marked one. A
seaclaimed creature may only deliver the black
spot on the direct orders of an Abyssal Lord.
Seaclaimed Changes: Upon gaining the template,
a seaclaimed creature undergoes horrific
changes. You can roll d50 several times to
determine a creature's changes randomly.
Alternately, you can roll or choose changes to
increase the creature's CR by a total of +1, as well
as rolling or choosing 2 (1d3) changes worth +0
CR. For every 10 years of service to the Flying
Dutchman, the creature gains a change; thus the
more grotesque a creatures transformations the
longer they have been captive.

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58

Seaclaimed Changes (d50)


+0 CR changes (d20)
1 - Barnacle Hands (+0 CR): Numerous barnacles
grow from the creature's hand, granting it a
climb speed equal to the base creature's land
speed.
2 - Bioluminescence (+0 CR): Numerous patches
of bioluminescent matter dot the seaclaimed
creature, giving off light equal to a torch. It can
suppress this illumination or restore it once per
round as a free action.
3 - Cartilaginous Skeleton (+0 CR): The creature's
skeleton becomes soft and pliable, granting it
double its proficiency bonus on Strength
(Athletics) and Dexterity (Acrobatics) checks to
escape a grapple. It also can squeeze without
suffering any movement penalty, suffering
neither disadvantage to its attacks nor advantage
to attacks against it when squeezing.
4 - Chromatic Skin (+0 CR): The seaclaimed
creature has the ability to change the color of its
skin in complicated and stunning patterns. It can
communicate without speech with other
seaclaimed creatures that can see these colors
(thus darkvision does not work). The creature
also gains double its proficiency bonus on
Dexterity (Stealth) checks.

5 - Echolocation (+0 CR): The seaclaimed


creature's porpoise-like mouth allows it to see
via echolocation, transmitting sounds inaudible
to most creatures, that grant it blindsight 120-ft.
A silence spell negates this and forces the
seaclaimed creature to rely on its vision.
6 - Flipper Feet (+0 CR): The creature's feet
become flippers. Its swim speed improves to its
normal base land speed, but its base land speed is
then reduced by half (rounded down).
7 - Gummy Secretions (+0 CR): The creature can
exude a sticky secretion from its body. Any
creature touching it becomes automatically
grappled, and checks to escape its grapple are
disadvantaged. Likewise, melee weapons stick to
it and require a DC 14 Strength check as an
action to be freed. Universal solvent will free a
creature or weapon from the gummy secretions.
Most of the creature's treasure can be found
stuck to its body as a form of decoration.
8 - Harpooner's Hooks (+0 CR): Numerous
fishing hooks and harpoons are imbedded in the
seaclaimed creature who can throw them 30-ft as
a ranged attack. A creature hit takes 1d8 + STR
piercing damage and must make a (DC 8 +
proficiency bonus + Strength modifier) Strength
check or be reeled in to a space adjacent to the
seaclaimed creature.
9 - Hermit Crab-Head (+0 CR): The creature's
head can detach and function separately as a
hermit Crab (MM). The creature becomes
immune to any attack that requires a creature to
possess a head (such as a vorpal sword). Killing
its head makes the rest of the body blind.
10 - Kelp-creeper (+0 CR): The seaclaimed
creature sprouts protrusions like those of a sea
dragon. When in an area of aquatic plant life, it
appears completely indistinguishable from the
surrounding vegetation.
11 - Manta Wings (+0 CR): The creature grows a
pair of powerful pectoral fins like those of a
manta ray, which allow it to glide through the
water at greater speed. Add +20 feet to the
creature's swim speed.
12 - Puffer Fish-Head (+0 CR): The creature's head
becomes a puffer fish. When angered or
frightened, its head inflates. This grants it
Intimidation proficiency (or double its

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59

proficiency bonus if already proficiency).


Additionally, the creature gains resistance to
poison damage.
13 - Sea Snail's Eyestalks (+0 CR): The creatures
eyes extend outward on stalks like those of a sea
snail, granting it double its proficiency bonus on
Wisdom (Perception) checks.
14 - Seaslime (+0 CR): A slimy layer of mucus
covers the seaclaimed creature's body, granting it
double its proficiency bonus on Strength
(Athletics) and Dexterity (Acrobatics) checks to
escape a grapple. The sea slime may have other
properties, such as being flammable,
hallucinogenic if imbibed, and/or corrosive
(dealing 1d6 acid damage to creatures coming
into contact).
15 - Shellfish Patches (+0 CR): Patches of mussels
and similar shellfish grow over the seaclaimed,
providing an additional +1 AC (natural armor). It
also can blow a conc shell on its body that alerts
all seaclaimed creatures within a mile.
16 - Shipwalk (+0 CR): As an action, the creature
may meld its body into a ship it is touching and
appear out of another ship within 300 ft. The
seaclaimed creature must be able to see its
destination. The creature's skin takes on the
appearance of rotting wood.
17 - Tangling Seaweed (+0 CR): Long strands of
kelp and similar plants grow from the
seaclaimed creature's body. The seaclaimed can
make melee attacks with a reach 5 feet farther
than the creature's normal reach and gains
advantage on its grapple checks.
18 - Walrus Tusks (+0 CR): A pair of walrus-like
tusks grow from the creature's mouth (if it has
one), giving it a bite attack that deals 1d8 + STR
piercing damage. The creature can also make a
loud call alerting all seaclaimed creatures within
a quarter mile.
19 - Webbed Digits (+0 CR): The creature's hands
and/or feet are webbed, granting it +5 feet swim
speed. Give the creature proficiency in Strength
(Athletics) checks, or double its proficiency bonus
if it is already proficient.
20 - Whiskers (+0 CR): Catfish-like barbels sprout
from the seaclaimed creature's face, neck, or
shoulders. This grants it blindsight 30 feet in
water.

+1/8 CR changes (d10)


21 (1) - Anchor Arm (+1/8 CR): A boat anchor on a
length of chain replaces one of the seaclaimed
creature's arms. Treat this arm as a reach 15-ft
melee weapon that deals 2d6 + STR bludgeoning
damage on a hit. It can never be disarmed.
22 (2) - Angler Fish Jaws (+1/4 CR): The creature's
mouth transforms into the oversized jaws of an
angler fish, and as its action it may make a bite
attack that deals 2d8 + STR piercing damage.
23 (3) - Blubber (+1/8 CR): The natural insulation
of the massive amount of blubber on the
seaclaimed creature's body gives it immunity to
cold. The leathery skin that holds its rolling
frame grants +3 AC (natural armor). However,
reduce the creature's Dexterity to 10 or less.
24 (4) - Bull Shark's Strength (+1/8 CR): The
seaclaimed creature has the strength,
testosterone, and vague facial appearance of a
bull shark. It gains a Strength score of at least 16
and can make a Shove attempt as a bonus action
when it hits on its turn.
25 (5) - Driftwood Head (+1/8 CR): The
seaclaimed creature's head takes on the
consistency of driftwood, allowing it to add its
proficiency bonus on Wisdom saves and making
it immune to charm and fear. However, reduces
its Intelligence to 8 or less.
26 (6) - Flotsam-dotted Hide (+1/8 CR): Bits of
flotsam (such as broken bits of masts, hull, and
even captain's wheels) dot the creatures hide,
granting it +2 AC (natural armor), but also
imposing a -5 feet speed penalty both to its land
and swim speeds.
27 (7) - Gut Eel (+1/8 CR): The seaclaimed
creature's stomach is an empty hole that has
become the nest of a moray eel. Once per round,
this eel can strike out at an opponent within 5
feet with a +4 bonus to hit. On a successful
attack, it does 1d6 damage with a bite. This eel is
supernatural and does not need to eat, sleep, or
breathe.
28 (8) - Ink Cloud (+1/8 CR): While submerged,
the seaclaimed creature can emit a cloud of jetblack ink in a 10-ft diameter area as a bonus
action, then Dash immediately afterward. The
cloud provides total concealment, which the

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60

creature normally uses to escape a losing fight.


All vision within the cloud is obscured. The
creature recharges this ability on 5-6 on a d6.
29 (9) - Starfish Attached to Face (+1/8 CR): The
creature regenerates 1 hit point at the start of
each of its turns that it has more than 0 hit
points due to the starfish's blood mingling with
its own.
30 (10) - Tentacle-Arm (+1/8 CR): One of the
creature's arms is replaced by an octopoid
tentacle. It loses any claw or slam attack it
possessed with that limb, but can make a tentacle
attack with 10-ft reach that deals 1d8 + STR
bludgeoning damage and allows them to make a
grapple check as a bonus action.

+1/4 CR changes (d10)


31 (1) - Blood Frenzy (+1/4 CR): The seaclaimed
creature gains the trait "Blood Frenzy": The
seaclaimed creature has advantage on melee
attack rolls against any creature that doesnt
have all its hit points.
32 (2) - Electric Eel-flesh (+1/4 CR): The
seaclaimed creature can deliver an electrical
shock to a single victim within 5 feet. The victim
must make a (DC 8 + proficiency bonus +
Constitution modifier) Dexterity saving throw or
take 2d8 lightning damage.
33 (3) - Fish Guts (+1/4 CR): A seaclaimed creature
with this change has its innards replaced with
dead, rotting fish. It gains the "Stench" trait of the
Troglodyte (MM). When hit by an attack dealing
piercing or slashing damage, the creature
involuntarily releases a spew of foul fish guts.
Any adjacent enemies must make a (DC 8 +
proficiency bonus + Constitution modifier)
Dexterity saving throw or be blinded until the
end of their next turn by the guts.
34 (4) - Gulper Mouth (+1/4 CR): The seaclaimed
creature grows a distended jaw and a huge,
pouchy gullet. It gains the swallow whole special
attack and can swallow creatures up to one size
category smaller. It may have one swallowed
creature at a time. The AC of the seaclaimed
creature's gullet is 10. A swallowed creature can
try to cut its way free with any light slashing or
piercing weapon by dealing damage equal to 10 +

the seaclaimed creature's Constitution modifier


to the gullet.
35 (5) - Krill Laden (+1/4 CR): The seaclaimed
creature's body is full of krill, and as an action it
can release a cloud of these tiny crustaceans
once per long rest that appears adjacent to the
creature. The swarm returns to the seaclaimed
creature's body after 1 minute. If destroyed, a
new swarm grows within the creature during its
next long rest. Treat this as a Swarm of Insects
(MM), with the following adjustments:
Speed: swim 20 ft
Traits: Distraction. Any creature starting or
ending its turn in a krill swarm's space suffers
disadvantage on Concentration checks.
36 (6) - Lamprey Mouth (+1/4 CR): The creature's
mouth twists into the shape of that of a lamprey.
As its action the creature may make a bite attack
that deals 1d8 + STR/DEX piercing damage.
Additionally, on a successful bite attack the
creature latches onto its victim as per a grapple.
When a victim grappled in this way ends its turn
still grappled by the seaclaimed creature, they
lose 1d8 + STR/DEX hit points and the
seaclaimed creature regains an equal amount of
hit points as it drains the victim's blood.
37 (7) - Lobster Carapace (+1/4 CR): The creature
gains a lobster-like carapace, increasing its
natural armor by +4 AC
38 (8) - Sea Lure (+1/4 CR): The seaclaimed
creature sprouts a glowing, mesmerizing
bioluminescent extension that it can use to
mesmerize. Any non-seaclaimed creature within
30 feet of the seaclaimed creature must succeed
on a (DC 8 + proficiency bonus + Charisma
modifier) Wisdom saving throw or be effected by
a hypnotic pattern. If the seaclaimed creature
attempts to harm the victim, the effect is
immediately broken.
39 (9) - Spit Sand (+1/4 CR): The creature can
spew wet globs of sand at an opponent within 15
feet. The victim must make a (DC 8 + proficiency
bonus + Constitution modifier) Dexterity saving
throw, or be blinded until the end of its next turn.
40 (10) - Sponge Flesh (+1/4 CR): The seaclaimed
creature's flesh takes on the texture of a sea
sponge, granting it resistance to all damage types
except for piercing and slashing damage.

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61

+1/2 CR changes (d10)


41 (1) - Anemone Head (+1/2 CR): The seaclaimed
creature's head resembles a brightly-colored sea
anemone, granting it tremorsense 15-ft. The
creature can make an extra melee attack with
the tendrils on its head, and on a hit deals 1d4 +
STR/DEX poison damage, and the victim must
make a (DC 8 + proficiency bonus + Constitution
modifier) Constitution saving throw or be
poisoned for 1 minute. If the seaclaimed
creatures hits a victim it has already poisoned,
and if that victim fails its save, then they are also
paralyzed; at the start of each of their turns, the
victim may repeat the Constitution save to shake
off the paralysis (but not the poisoning, which
lasts the full minute).
42 (2) - Cold Dead Eyes of a Shark (+1/2 CR): The
creature gains a 30-ft gaze attack that inspires
fear in living creatures. A victim that fails a (DC 8
+ proficiency modifier + Charisma modifier) is
frightened of the Seaclaimed creature for 1d4
rounds. A victim that successfully saves is
immune to that seaclaimed creature's gaze attack
for 24 hours.
43 (3) - Coral Encrustation (+1/2 CR): Half of the
creature's body is encased in coral, granting it +5
AC (natural armor) and resistance to piercing
and slashing damage. However, reduce its speed
by -10 feet, both its land and swim speeds.
44 (4) - Drown (+1/2 CR): The seaclaimed creature
can make a melee spell attack to try to fill an
opponent's lungs with water. A victim touched by
the seaclaimed creature loses any air in its lungs
and must make a (DC 8 + proficiency bonus +
Charisma modifier) Constitution saving throw or
begin drowning.
45 (5) - Hammerhead Shark-Head (+1/2 CR): The
creature denies enemies from gaining advantage
against it due to flanking or numbers (e.g. a
rogue would not gain advantage just for having
an ally next to the creature). Also, it gains a bite
attack that deals 2d6 + STR piercing damage.
46 (6) - Jellyfish Tentacles (+1/2 CR): The creature
grows a pair of jellyfish-like tentacles somewhere
on its neck or torso. When the creature grapples
a target, the jellyfish tentacles exude a paralytic
secretion. Anyone victim who ends their turn

grabbed by the tentacles must make a (DC 8 +


proficiency bonus + Constitution modifier)
Constitution check or be paralyzed for 6 rounds.
47 (7) - Lobster Claw (+1/2 CR): The seaclaimed
creature gains an extra claw attack that deals
2d6 + STR piercing damage. Additionally, on a
successful attack with its lobster claw, the
creature can initiate a grapple check as a bonus
action, and when a creature ends its turn grasped
by the lobster claw they take the damage the
attack inflicted again automatically.
48 (8) - Siren's Song (+1/2 CR): Every humanoid
within 300 feet who hears the seaclaimed
creature's song must make a (DC 8 + proficiency
bonus + Charisma modifier) Wisdom save,
though women have advantage on this save. If a
man fails, he is charmed to attempt to reach the
seaclaimed creature on his turn by any means. If
a woman fails, she is stunned as she is
overwhelmed by helpless weeping. A target who
succeeds on this save cannot be targeted by the
same seaclaimed creature's song for 24 hours.
49 (9) - Stingray Tail (+1/2 CR): A barbed,
whiplike tail grows from the creature ending it a
venomous stinger, granting it an extra sting
attack which deals 1d8 + STR/DEX damage. The
tail is poisonous, and a victim struck by it must
make a (DC 8 + proficiency bonus + Constitution
modifier) Constitution saving throw or be
poisoned for 1d4 hours. While poisoned they are
unable to take bonus actions or reactions for 1d4
hours.
50 (10) - Urchin Spines (+1/2 CR): The seaclaimed
creature sprouts spines like those of a sea urchin.
Any creature grappling it takes 4 (1d8) piercing
damage. Also, the creature can fire a spine as a
ranged attack up to 80-ft. On a hit it deals 1d8 +
STR/DEX piercing damage, and the victim must
make a (DC 8 + proficiency bonus + Constitution
modifier) Constitution saving throw or become
poisoned. If the victim fails its saving throw by 5
or more, it is also paralyzed. At the start of its
turn the victim makes this saving throw again to
remove the poisoned and paralyzed conditions,
and if they fail by 5 or more they take 4 (1d8)
poison damage. If they succeed, the condition
ends and they are immune to that particular
seaclaimed creature's poison for 24 hours.

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62

Seaclaimed Warrior

The seaclaimed warrior is an example of how to


apply the seaclaimed template to a creature, in
this case a modified berserker (from the MONSTER
MANUAL) with barnacle hands, blood frenzy, bull
sharks strength, flotsam-dotted hide,
harpooners hooks, and lobster claw.

Seaclaimed Warrior
Medium humanoid (seaclaimed), neutral evil

Armor Class 13 (natural armor)


Hit Points 72 (9d8+27)
Speed 30 ft., climb 30 ft., swim 15 ft.
STR
DEX
CON
18 (+4) 12 (+1) 17 (+3)

INT
9 (-1)

WIS
11 (+0)

CHA
9 (-1)

Damage Immunities cold, pressure


Skills Stealth +5
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal, Deep Speech, English
Challenge 3 (700 XP)

Selkie

Selkies are gentle seal spirits of the sea able to


assume the form of beautiful men and women
using a magical sealskin. Mariners tales tell of
conniving sailors who would steal the sealskin of
a selkie to force her to marry him; inevitably,
such tales ended with disaster for the sailor.
Other tales tell of a stranger from the sea whose
beloved lived many happy years until discovering
the magic sealskin, whereupon the selkie fled its
human form and returned to the sea. Selkie tales
are popular among pirates, always features
heartbreak, unexpected reversals, and a warning
about meddling with magical forces of the sea.
Selkie tribes are semi-nomadic, traveling a
course that stops by several undersea grottos and
coral caves. Occasionally, the selkies beach
themselves on secluded islands to recuperate
after a particularly hard voyage. Along the way
they pick up many trinkets, particularly from
sunken ships, and selkies who have contact with
natives or colonists often end up trading
alongside ships underway or at local port
celebrations.

Blood Frenzy. The seaclaimed warrior has advantage


on melee attack rolls against any creature that doesnt
have all its hit points.
Wounded Fury. While it has 15 hit points or fewer, the
seaclaimed warrior deals an extra 7 (2d6) damage to
any target it hits with a melee attack.

ACTIONS
Multiattack. The seaclaimed warrior makes 2 attacks,
though no more than one may be made with its lobster
claw, and on a hit it can Shove as a bonus action.
Boarding Axe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8+4) slashing damage.
Harpoon. Ranged Weapon Attack: +6 to hit, range 30 ft.,
one target. Hit: 7 (1d6+4) piercing damage, and the
target must make a DC 14 Strength saving throw or be
pulled adjacent to the seaclaimed warrior.
Lobster Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6+4) piercing damage, and the
seaclaimed warrior can initiate a Grapple as a bonus
action. When a creature ends its turn grasped by the
lobster claw its takes the damage the attack inflicted
again automatically.

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63

Sinister Seagull

Selkie
Medium humanoid (shapechanger), neutral good

Armor Class 12 (13 in seal form)


Hit Points 27 (5d8+5)
Speed 30 ft. in human form (10 ft., swim 40 ft. in seal form)
STR
DEX
CON INT
12 (+1) 14 (+2) 12 (+1) 12 (+1)

WIS
14 (+2)

CHA
14 (+2)

Skills Deception +4, Perception +4, Persuasion +4


Senses darkvision 60 ft., passive Perception 14
Languages Aquan, and choose 2 more
Challenge 1/2 (100 XP)
Hold Breath. The selkie can holds its breath for a
number of minutes equal to its Constitution score (12).
Shapechanger. The selkie can use its action to
polymorph into a beautiful human form, or back into
its true form of a seal, so long as it has it's magic
sealskin. Its AC, speed, and attack modes change with
its forms. When the selkie dies it reverts to its true
form. The selkie may not change shape if it does not
possess its magic sealskin.

ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 6 (2d4+1) piercing damage.
Cutlass. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d6+2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.

SELKIE LEAD ERS

OF LEADERSHIP OVER A

VENERABLE SELKIES ASSUME A POSITION


A
NNATE SPELLCASTING. INCREASE
SELKIE SETTLEMENT AND GAIN I
SELKIE LEADERS

CR TO 1.

SPELLCASTING ABILITY IS

INNATE SPELLCASTING. THE SELKIES


CK +4). IT CAN INNATELY
WISDOM (SPELL SAVE DC 12, SPELL ATTA
NTS:
LS WITHOUT MATERIAL COMPONE
CAST THE FOLLOWING SPEL

ration
1/DAY: augury, cure wounds, lesser resto
1/WEEK: control weather, sleet storm

A sinister seagull appears nearly identical to an


ordinary seagull, just a bit scruffier with a rough
around the edges look and a malicious gleam in
its eye. A sinister seagull is covetous beyond
comprehension; not only does it crave whatever
food is in your hand or treasure dangles from
your neck, it covets the wind, waves, sun, moon,
and stars themselves!

Sinister Seagull
Tiny fiend, neutral evil
Armor Class 12
Hit Points 5 (2d4)
Speed 10 ft., fly 40 ft.

STR
3 (-4)

DEX
CON INT
14 (+2) 10 (+0) 5 (-3)

WIS
8 (-1)

CHA
10 (+0)

Skills Deception +2, Sleight of Hand +4


Senses darkvision 60 ft., passive Perception 10
Languages understands Infernal
Challenge 1/8 (25 XP)
Birds of a Feather. While among other seagulls, a sinister
seagull gains advantage on deception checks to pass itself off
as a normal gull.
Wind Thief. When a sinister seagull rides the wake of a ship, it
literally steals the wind from the ship's sails, reducing the
effective wind state for that ship by one step. This is noncumulative for multiple sinister seagulls.

ACTIONS
Peck the Eyes. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 1 piercing damage, and the target must make a DC
10 Dexterity saving throw or take another 4 (1d4+2) piercing
damage and be blinded until the end of their next turn.
Unholy Bond. The sinister seagull gazes intently at a creature
within 60 feet which must make a DC 10 Wisdom save. If the
creature succeeds, it is immune to the sinister seagull's
Unholy Bond for 24 hours. If the creature fails, for the next
24 hours it subconsciously collect things to appease the
sinister seagull: shiny things, anything which other people
greatly treasure or squabble over, torn journal pages, scraps
of navigational charts, and other odds and ends. The victim
doesnt realize why they're doing what they're doing. If the
victim leaves the ship the sinister seagull is plaguing, or goes
ashore more than 60 feet from the sinister seagull, the
Unholy Bond is broken. A sinister seagull can only maintain
one Unholy Bond at a time.

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64

Siren

Beautiful enchantresses of men, sirens are


beguiling mermaids doomed to bring death to
those love. Some relish the misfortunes they
bring to sailors, gorging on the flesh of those they
lead to death on shallows rocks, the bones of
their victims bleaching the beach. Others seclude
themselves on isolated islands, hoping their
plaintive songs cause as little harm as possible.
Most sirens, however, are neither isolationist nor
malicious; they simply wish to love and be loved
and have no understanding why others wouldnt
wish to be their slaves under the sea.

Siren
Medium humanoid (shapechanger), neutral
Armor Class 12
Hit Points 44 (8d8+8)
Speed 30 ft. in human form (10 ft., swim 40 ft. in mermaid
form)

STR
DEX
CON INT
12 (+1) 14 (+2) 12 (+1) 13 (+1)

WIS
14 (+2)

CHA
18 (+4)

Skills Deception +6, Persuasion +6


Senses darkvision 60 ft., passive Perception 12
Languages Aquan, and a limited form of telepathy where
anyone hearing the sirens song hears it in their native
language
Challenge 3 (700 XP)
Paralyzing Beauty. Each male humanoid who approaches
within 60 feet of the siren and can see her must make a DC
14 Constitution save or be paralyzed until the end of his next
turn. The siren may repress or reactivate this trait as a bonus
action.
Shapechanger. The siren can use her action to polymorph
into a beautiful human woman, or back into her true
mermaid-like form. Her speed changes with her form.
However, every siren has a condition required in order to
transform, such as receiving a kiss from one who truly loves
her, hearing a particular song, only being able to transform
at a specific time or place, when shedding a saltwater tear,
etc. When the siren dies she reverts to her true form.

ACTIONS

ANCIENT SIRENS

WHILE SIRENS RETAIN


YOUTH AND BEAU
TY INTO OLD AG
E, THE OLDEST
OF THEIR KIND LO
SE THE ABILITY
TO CHANGE SHAP
E
,
FO
REVER BOUND
TO THE SEA IN ME
RMAID FORM. H
OWEV ER, THEY
GA
IN
I
NN
ATE
SPELLCASTING. INCRE
ASE THE ANCIENT
SIREN'S CR TO 4.
INNATE SPELLCAST

ING. THE SIREN'


S INNATE SPELLC
ASTING ABILITY
VE DC 14, SPEL
L ATTACK +6). I
T CA N
INNATELY CAST TH
E FOLLOWING SP
ELLS WITHOUT MA
TERIA L
COMPONENTS:
IS

CHARISMA (SPELL SA

1/DAY: fog cloud, sle


ep, shatter (centered
on the siren), suggest
ion.
1/WEEK: mass suggest
ion, polymorph (cast
on others only)

Intoxicating Embrace. The siren makes a grapple attempt


using her Dexterity (+2), automatically hitting men subject to
her Song of Longing. Each round a creature ends its turn in
the siren's embrace, it must make a DC 14 Intelligence save.
On a failed save the creature takes 14 (4d6) psychic damage
and loses 3 (1d6) Intelligence and Charisma points. If its
Intelligence or Charisma is reduced to 1, the creature can't
cast spells, activate magic items, understand language or
communicate. This ability damage is recovered at the rate of
1 point per long rest, or may be restored by the willing touch
of the siren who embraced the creature.
Song of Longing. Every humanoid within 300 feet who hears
the siren's song must make a DC 14 Wisdom save, though
females have advantage on their save. If a male creature
fails, he is charmed to attempt to reach the siren on his turn
by any means. If a female creature fails, she is stunned as she
is overwhelmed by helpless weeping. A target that succeeds
on this save cannot be targeted by the same siren's song for
the next 24 hours.

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65

TEM PLATE

Skeleton, Dry Bones

Skull Crab

Crabs are found of finding homes in the most


unlikely of places, sometimes even the skulls of
creatures slain by a curse or old skeletons whose
animating magic long since left them. When a
strange tide from the Shores of Death washes
over the beach, the skull crabs scuttle forth,
appearing like a sea of moving skulls.

Skull Crab
Tiny undead, unaligned

Skeletons of the Dark Caribbean may be


mindless servitors of evil warlocks, but when no
one is looking, they caper and cavort, skip and jig
to riotous music in the cemetery grounds. In the
Voodoo tradition, skeletons are mischief-makers
associated with Baron Samedi and Papa Legba,
and hi-jinx ensues wherever they go.
Dry Bones" is a template that can be added to
any skeleton. It increases a common skeletons
CR to 1/2, a warhorse skeletons CR to 1, and a
minotaur skeletons CR to 2. Modify the base
creature with the following traits:
Bone Doctoring. In an environment with ample
bones, a dry bones skeleton regains 4 hit points
at the start of its turn. If the dry bones skeleton
takes bludgeoning, force, or thunder damage,
this trait doesn't function at the start of its next
turn. A dry bones skeleton is only truly destroyed
if it starts it's turn with 0 hit points and can't use
bone doctoring.
Dead Camouflage. A dry bones skeleton can
appear as a mere pile of old bones, having the
ability to dissemble itself as a bonus action or as
a reaction to taking damage.

Armor Class 13 (natural armor)


Hit Points 3 (1d4+1)
Speed 20 ft., swim 20 ft.
STR
8 (-1)

DEX
14 (+2)

CON
12 (+1)

INT
2 (-4)

WIS
8 (-1)

CHA
3 (-4)

Damage Vulnerabilities bludgeoning


Condition Immunities blinded, exhaustion, poisoned
Damage Immunities poison
Skills Athletics +3, Stealth +4
Senses blindsight 30 ft. (blind), passive Perception 9
Languages
Challenge 1/8 (25 XP)
Skull Likeness. By burying its legs into the ground, the
skull crab can appear to be an ordinary humanoid
skull when viewed from more than 30 feet away.

ACTIONS
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4+2) piercing damage. On a natural 20
to hit the skull crab jumps on the target's face, dealing
an extra 4 damage and initiating a grapple. While the
target is grappled by the skull crab, all other creatures
are heavily obscured for the target. On each of its turn
that the target ends still grappled by the skull crab, it
takes 4 damage automatically.

Limb Swapping. Dry bones skeletons can swap


limbs as a bonus action, sacrificing up to 4 of its
hit points to another dry bones skeleton within
30 feet.

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66

Skum

Su-Monkey

Aboleth and mind flayer


servitors, skum were once
men but were transformed
by foul magic into groveling
fish-creatures fit only to serve
their aberrant masters in the
Abyss. Unlike kuo-toa and
sahuagin, skum have no natural
place in the ecology of the Dark
Caribbean, and live only to fulfill
the wishes of their masters.

Su-monkeys are a race of trickster


baboons gifted with amazing
mental prowess. Some call them
succaraths or signifying monkeys on
account of the delight that puns
and pranks evoke in the beasts.
While su-monkeys are omnivores
and can survive on practically
anything, they also live on humor.
Everything a su-monkey does it
meant to humble the proud, uplift
the weary, and challenge the way
others see the world.

Skum
Medium aberration, lawful evil

Su-Monkey

Armor Class 12
Hit Points 26 (4d8+8)
Speed 15 ft., swim 35 ft.

STR
DEX
CON INT
18 (+4) 14 (+2) 14 (+2) 6 (-2)

Small monstrosity, chaotic neutral

WIS
6 (-2)

CHA
3 (-4)

Damage Vulnerabilities psychic


Condition Immunities charmed, frightened
Senses darkvision 60 ft., tremorsesnse (underwater only) 60
ft., passive Perception 9
Languages telepathy 60 ft. with other skum and its masters
Challenge 1/2 (100 XP)
Slippery. The skum has advantage on its Strength (Athletics)
or Dexterity (Acrobatics) checks to escape a grapple
Water Breathing. The skum breathes water, and it can only breathe
air for a number of minutes equal to its Constitution score (14).

ACTIONS
Multiattack. The skum makes a bite and a claw or polearm
attack. If it is underwater, it also makes a tail slap attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8+4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d4+4) slashing damage.
Polearm. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 7 (1d6+4) piercing damage.
Tail Slap. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d4+4) bludgeoning damage, and the target is
pushed 5 feet away from the skum.

Armor Class 12
Hit Points 14 (4d6)
Speed 30 ft., climb 30 ft.

STR
8 (-1)

DEX
15 (+2)

CON INT
WIS
11 (+0) 10 (+0) 12 (+1)

CHA
12 (+1)

Damage Resistances psychic


Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages none, but it can use pantomime
Challenge 1/2 (100 XP)
Innate Spellcasting. The su-monkeys spellcasting ability is
Wisdom (spell save DC 11, spell attack +6). It can innately cast
the following spells without material components.
At-will: detect thoughts, enthrall, suggestion
Nimble. The su-monkey can move through the spaces of
Medium and bigger creatures. Opportunity attacks made
against the su-monkey have disadvantage.

ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
3 (1d4+2) piercing damage.
Sow Discord. The su-monkey causes tensions to flare within a
30 feet radius around itself. All creatures must make a DC 11
Wisdom save or no longer treat their companions as allies
for as long as they are within 30 feet of the su-monkey.
Unsettling Gaze. The su-monkey meets the gaze of a creature
within 60 feet, and that creature must make a DC 11 Wisdom
save or take 7 (3d4) psychic damage and suffer disadvantage
on attacks against su-monkey for 1 minute.

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67

Swarms

Swarm of Leeches
Medium swarm of tiny beasts, unaligned
Armor Class 11
Hit Points 24 (7d8-7)
Speed 0 ft., swim 10 ft.

STR
1 (-5)

DEX
12 (+1)

CON
8 (-1)

INT
1 (-5)

WIS
CHA
10 (+0) 1 (-5)

Skills Stealth +5
Damage Resistances bludgeoning, piercing, and slashing
Condition Immunities charmed, frightened, paralyzed,
petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 10
Languages
Challenge 1/4 (50 XP)
Anesthetize. When the leech swarm attacks a creature in at
least 2 feet of murky water, compare its Stealth check to the
creature's passive Perception; if the leech swarm wins the
contest its attack goes unnoticed as does any damage it
inflicts until the creature is out of the water.

Swarm of Jellyfish
Medium swarm of tiny beasts, unaligned
Armor Class 9
Hit Points 40 (9d8)
Speed 0 ft., swim 5 ft.

STR
1 (-5)

DEX
8 (-1)

CON INT
10 (+0) 1 (-5)

WIS
CHA
10 (+0) 1 (-5)

Damage Resistances bludgeoning, piercing, and slashing


Condition Immunities charmed, frightened, paralyzed,
petrified, prone, restrained, stunned
Senses tremorsesnse (underwater only) 30 ft., passive
Perception 10
Languages
Challenge 2 (450 XP)
Distraction. Any creature starting or ending its turn in the
swarm's space suffers disadvantage on Concentration
checks. Additionally, if a creature poisoned by a jellyfish
sting starts or ends its turn in the swarm's space, it becomes
nauseous and unable to take bonus actions, reactions, or
make use of multiple attacks until the start of its next turn.
Swarm. The swarm can occupy another creatures space
and vice versa, and the swarm can move through any
opening large enough for a Tiny jellyfish. The swarm cant
regain hit points or gain temporary hit points.

ACTIONS
Sting. Melee Weapon Attack: +1 to hit, reach 0 ft., one target in
the swarms space. Hit: 10 (3d6) poison damage, and the
target is poisoned and reduces their speed by 5 feet for 1
hour. Subsequent stings to an already poisoned target reduce
the target's speed by 5 feet (cumulative). A target reduced to
speed 0 immediately sinks.

Distraction. Any creature starting or ending its turn in the


swarm's space suffers disadvantage on Concentration
checks.Additionally, if a creature being blood drained by
leeches starts or ends its turn in a leech swarm's space, they
become nauseous and unable to take bonus actions,
reactions, or make use of multiple attacks until the start of
their next turn.
Swarm. The swarm can occupy another creatures space and
vice versa, and the swarm can move through any opening
large enough for a Tiny leech. The swarm cant regain hit
points or gain temporary hit points.

ACTIONS
Blood Drain. Melee Weapon Attack: +3 to hit, reach 0 ft., one
target in the swarms space. Hit: 3 (1d6) piercing damage, and
the target must make a DC 10 Constitution save or contract
the Red Ache disease. In addition, the target continues taking
1 ongoing damage until it exits the swarm and an action is
used to remove the leeches from its body.

THE RED ACHE

ACHE, THEY SUFFER


WHEN A CREATURE CONTRACTS THE RED
END OF EACH LONG REST, THE
THE EFFECTS OF STAGE 1. AT THE
NA
DC 10 CONSTITUTION SAVING THROW. O
CREATURE MAKES A

E WORSENS A STEP. ON A
FAILED SAVE, THE DISEASES STAG
OVES A STEP.
SUCCESSFUL SAVE, THE STAGE IMPR
WARM TO THE
STAGE 1: SKIN TURNS RED, BLOATED, AND

GAIN VULNERABILITY TO COLD DAMAGE.


DEAL HALF DAMAGE.
STAGE 2: WEAKENED. WEAPON ATTACKS
SPEED IS HALV ED.
STAGE 3: STRENGTH DROPS TO 3 AND

TOUCH.

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68

Tona

Tona are honorable nature spirits who roam the


Caribbean bringing rain and tending to the
animal population. They avoid humanity for the
most part, preferring the company of wild
creatures to any civilization. They will not
come if summoned by an evil bokor, but can be
summoned by someone who has saved animals
and plants from an area being decimated by
colonization. However, those who enter a tonas
territory and draw its displeasure will be
surprised to discover the simple gnomish natives
they mistook the tona for turn out to be cunning
and savage adversaries waging a guerrilla
campaign of terror from the jungle.
Tona stand two feet tall with broad faces and
clever hands. Their hair is bright green and their
eyes are bright blue. Tona are famous for their
singing, which echoes through the tropics on
warm, rainy nights. Tona raise giant tree frogs as
mounts, and have special harness saddles so they
can take advantage of their mounts ability to
climb anything.

Tona
Small fey, chaotic good
Armor Class 14
Hit Points 27 (6d6+6)
Speed 25 ft. (when mounted on a giant frog 30 ft., climb 30 ft.)

STR
6 (-2)

DEX
CON
18 (+4) 13 (+1)

INT
12 (+1)

WIS
16 (+3)

CHA
15 (+2)

Skills Animal Handling +5, Medicine +5, Nature +5,


Perception +5, Perform +4, Stealth +6
Senses darkvision 60 ft., passive Perception 16
Languages Arawak, Aztec, Island Carib, Mayan, Sylvan
Challenge 3 (700 XP)
Giant Frog Rider. When riding a giant frog equipped with a
special harness saddle, the tona stays in place even when the
frog is climbing. The tona can also force any attacks made
against its giant frog mount to target itself instead.
Innate Spellcasting. The tonas spellcasting ability is Wisdom
(spell save DC 13, spell attack +5). It can cast the following
spells innately without material components:
At-will: commune with nature, disguise self (as a wood gnome,
pygmy, or frog-faced humanoid only), dominate beast,
invisibility, speak with animals
1/day: control weather
Magic Resistance. The tona has advantage on saving throws
against spells and other magical effects.
Skulker. The tona can hide when only lightly obscured from
the creature it is hiding from. When the tona misses with a
ranged attack while hiding from a creature, it does not give
away its position.
Tree Frog Venom. The tona uses tree frog venom on its
attacks, which requires a DC 13 Constitution save. A creature
affected by the venom is poisoned for 1 hour. After one
minute of being poisoned it must repeat the saving throw
and if it fails the creature is paralyzed for the rest of the
hour. A paralyzed creature that goes untreated must make a
DC 13 Constitution save every ten minutes while poisoned or
take 14 (4d6) poison damage.

ACTIONS
Poison Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1d4+3) piercing damage, and the target must make
a DC 13 Constitution saving throw against tree frog venom.
Blowgun. Ranged Weapon Attack: +6 to hit, range 20/60 ft.,
one target. Hit: 1 piercing damage, and the target must make
a DC 13 Constitution saving throw against tree frog venom.

Not for resale. Permission granted to print or photocopy this document for personal use only.

69

Triton

The reclusive tritons appear as handsome men


and women with two finned legs, webbed hands,
silvery skin with faint scales on the lower half of
their bodies, aquamarine hair, and silvery eyes.

Origins of the Tritons

Triton
Medium humanoid, any alignment (good tendencies)

Armor Class 16 (scale armor)


Hit Points 22 (5d8)
Speed 30 ft., swim 30 ft.
STR
DEX
CON INT
14 (+2) 15 (+2) 11 (+0) 12 (+1)

WIS
CHA
14 (+2) 14 (+2)

Skills Perception +4, Stealth +4


Senses darkvision 60 ft., passive Perception 14
Languages Aquan, Elven, and 2 more
Challenge 1 (200 XP)
Amphibious. The triton breathes air and water.
Fey Ancestry. The triton has advantage on saving throws
against being charmed, and can't be put to sleep by magic.
One with the Sea. The triton moves unhindered thru
marine difficult terrain, such as seaweed or choppy waves,
and can hide when only lightly obscured in marine
environments.

ACTIONS
Trident. Melee or Ranged Weapon Attack: +4 to hit, reach
10 ft. or range 30 ft., one target. Hit: 7 (1d10+2) piercing
damage.
Net. Ranged Weapon Attack: +4 to hit, range 30 ft., one
Large or smaller target. Hit: The target is restrained. Either
the target or another creature can use its action to make a
DC 10 Strength check, freeing the trapped creature.
Dealing 5 slashing damage to the net (AC 10) also frees
the creature without harming it, and destroying the net.
Conc Shell, Summoning (1/short rest). By blowing its conc
shell in quick succession, the triton summons 16 (3d10)
giant seahorses (hippocampi), dolphins, and/or sea lions
which arrive in 3 (1d6) rounds.
Conc Shell, Terrifying (1/short rest). By blowing the conc
shell in an elongated eerie note, the triton causes either all
land-dwelling humanoids or all marine beasts (except
squids) within 60 feet to make a DC 13 Wisdom check or
be frightened for 1 minute. The triton chooses the target.

Ancient inhabitants of the Plane of Water, the


tritons claim to share common descent with
elves and drow. For reasons that sages can only
speculate about, the triton migrated en masse to
the Prime Material world. Some believe a threat
from the Plane of Water perhaps the Kraken
itself followed them across. Others point to the
many ruined undersea castles of triton
craftsmanship that predate the mass
immigration as a sign that the tritons will one
day return to the Plane of Water as did their
ancestors. The proud tritons themselves fear that
history may repeat itself for their culture.

Masters of the Sea

Tritons are masters of great undersea palaces


surrounded by clans of merfolk and giant sea
horses (some re-skinned as hippocampi) and all
manner of aquatic life. The sole exception to this
are the dire squids* which are mortal enemies of
the tritons dating back to their time on the Plane
of Water. Regarding themselves as lords of their
undersea demesnes, the tritons do not look with
favor upon trespassers. Those found guilty by the
triton high courts of seeking sunken treasure or
intending harm against the undersea realms are
left to the fate of the seas and set adrift. Those
ruled innocent instead enjoy a grand feast only
to awaken the following morning on their ship or
a distant shore.

TRITON SEA MAGES


SEA MAGES ARE A RARE BLESSING TO A TRITON KINGDOM, MAINTAINING
AN ANCESTRAL LINK TO THE
GAINS INNATE

PLANE OF WATER. A TRITON SEA MAGE

SPELLCASTING. INCREASE ITS CR TO 2 (450 XP).

INNATE SPELLCASTING. THE TRITONS SPELLCASTING ABILITY IS


CHARISMA (SPELL SAVE DC 12, SPELL ATTACK +4). IT CAN CAST THE
FOLLOWING SPELLS INNATELY WITHOUT MATERIAL COMPONENTS:

AT-WILL: augury, beast sense, dancing lights, witch bolt


1/DAY EACHfor
: control
water, ice
storm,
water breathing, water walk
70
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personal
use
only.

Viperfish

Wyste

Viperfish

Wyste

Huge beast, unaligned

Huge aberration, lawful evil

Armor Class 14 (natural armor)


Hit Points 157 (15d12+60)
Speed 0 ft., swim 50 ft.

Armor Class 13 (natural armor)


Hit Points 76 (9d12+18)
Speed 10 ft., swim 35 ft.

STR
DEX
CON INT
22 (+6) 10 (+0) 18 (+4) 1 (-5)

The wyste (pronounced wist) is an alien worm


that inhabits fetid pools of slime. The typical
specimen is 2 feet in diameter and 25 feet long.
Its skin is translucent, showing strange twisted
strands of pulsing organs underneath. The
creature has no eyes or mouth; instead it has a
large sucker hole fringed by large, claw-tipped
cilia. The cilia not only allow the wyste to sense
its environment and feed itself, but also provide a
defense against predators.

WIS
CHA
10 (+0) 2 (-4)

STR
DEX
15 (+2) 14 (+2)

CON INT
14 (+2) 1 (-5)

WIS
11 (+0)

CHA
1 (-5)

Damage Immunities cold, pressure


Skills Perception +2
Senses darkvision 60 ft., tremorsense 60 ft.
(underwater only), passive Perception 10
Languages
Challenge 6 (2,300 XP)

Damage Resistances poison


Condition Immunities blinded, poisoned
Skills Athletics +4
Senses blindsight 60 ft. (blind), passive Perception 10
Languages
Challenge 3 (700 XP)

Water Breathing. The viperfish can breathe only


underwater.

Amphibious. The wyste can breathe air and water.

ACTIONS
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 22 (3d10+6) piercing damage and the target
is grappled (escape DC 16). Until the grapple ends, the
target is restrained, and the viperfish can't bite
another target.
Swallow. The viperfish makes a bite attack against a
Large or smaller target it is grappling. If the attack hits,
the target is swallowed. The swallowed target is
blinded and restrained, has total cover against attacks
and other effects outside the gulper and it takes 14
(4d6) acid damage as the start of each of the viperfishs
turns. The viperfish can only have three Small targets,
two Medium targets, or one Large target swallowed at
a time. If the viperfish dies, a swallowed creature is no
longer restrained by it and can escape from the corpse
using 5 feet of movement.

Fetid Slime Pools. A wyste is always encountered in or


near a pool of fetid slime. If it drags a creature into the
pool, that creature loses all sense of direction
regarding up and down while submerged. The slime
acts as deadly poison to any non-aberration ingesting
it, requiring a DC 13 Constitution saving throw. On a
failed save, the creature takes (16) 3d10 poison damage,
and half that amount on a successful save for each
round it has the slime in its lungs.

ACTIONS
Multiattack. The wyste makes 3 cilia attacks. It may
sacrifice one attack to pull a creature it has grappled
into its fetid slime pool.
Cilia. Melee Weapon Attack: +4 to hit, reach 10 ft., one
target. Hit: 9 (2d6+2) piercing damage and the target is
grappled (escape DC 14) if it is Medium or smaller. The
wyste may have up to three creatures grappled at a time.

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71

Yugoloth, Marraenoloth
Known as Charons Daemon, the marraenoloth
appears as the classical Grim Reaper to ferry
dead souls to their eternal reward.

Marraenoloth
Medium fiend (yugoloth), neutral evil
Armor Class 14 (leather armor)
Hit Points 90 (12d8+36)
Speed 35 ft.

STR
DEX
CON INT
14 (+2) 16 (+3) 16 (+3) 16 (+3)

WIS
CHA
18 (+4) 18 (+4)

Condition Immunities memory loss, poisoned


Damage Immunities acid, poison
Damage Resistances cold, fire, lightning; bludgeoning,
piercing and slashing from nonmagical weapons
Skills Arcana +6, Deception +7, Insight +7, Intimidation +7,
Perception +7, Religion +6
Senses darkvision 60 ft., passive Perception 17
Languages Common, Abyssal, Infernal, telepathy 60 ft.
Challenge 7 (2,900 XP)
Innate Spellcasting. The marraenoloths spellcasting ability is
Charisma (spell save DC 15, spell attack +7). It can innately
cast the following spells without material components.
At-will: alter self, animate dead, charm person, fear, phantasmal killer
1/day: contagion
Magic Resistance. The marraenoloth has advantage on saving
throws against spells and other magical effects.
Planar Boatman. When at the helm of a water vehicle, the
marraenoloth can pilot it to any plane of existence, emerging
anywhere that oceans or rivers touch. After an 8 hour
journey, the ship and all creatures aboard planeshift.

ACTIONS
Multiattack. The marraenoloth makes 2 attacks and may cast
one of its at-will spells as a bonus action.
Charons Staff. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 8 (1d8+4) bludgeoning damage, and the target
must make a DC 15 Constitution saving throw or suffer
vulnerability to all damage for 1 minute or until the
marraenoloth is killed or surrenders.
Unholy Fire. Ranged Spell Attack: +7 to hit, range 100 ft., one
target. Hit: 10 (3d6) necrotic damage, and the target ages 1 year.
Teleport. The marraenoloth teleports up to 60 feet to a space
it can see. The marraenoloth may teleport its skiff along with
it, with or without any passengers.

Negotiating with a Marraenoloth


A marraenoloth can either be found near the Shores
of Death, or it may be summoned with a Voodoo
ritual and an offering worth at least 500 gp. Upon
arrival, the marraenoloth demands payment; if it
was summoned this is typically (though not always)
the item used as an offering. If payment is refused,
the marraenoloth departs, albeit it will likely carry a
grudge against those who wasted its time and will
never again respond to their summons. If payment is
given, there is a 70% chance that the marraenoloth
will betray his passengers during the voyage. For
every additional 200 gp that is paid to the
marraenoloth, the chance decreases by 10%, to a
minimum of 20%. No fiends are trustworthy, not
even well paid ones. Persuasion checks could be
made to lower it even further.

Not for resale. Permission granted to print or photocopy this document for personal use only.

72

Zombie Lord (le grand zombi) Zombie Lord


Medium undead, neutral (with evil tendencies)
Armor Class 9
Hit Points 90 (12d8+36)
Speed 30 ft. (in snake form 30 ft., swim 30 ft.)

STR
18 (+4)

DEX
CON INT
8 (-3) 16 (+3) 10 (+0)

WIS
CHA
10 (+0) 14 (+2)

Condition Immunities poisoned


Damage Immunities poison
Damage Resistances bludgeoning, piercing and slashing
from nonmagical weapons
Senses darkvision 60 ft., passive Perception 10
Languages speaks the languages it knew in life, telepathy
100 ft. with zombies
Challenge 5 (1,800 XP)

Legendary Actions
The zombie lord can take 1 legendary action
each round, choosing from the options below.
Only one legendary action option can be used
per turn and only after another creatures turn.
The zombie lord regains spent legendary actions
at the start of its turn.
Aura of Death (zombie form). The zombie lord
unleashes a field of death around it in a 100 foot
radius. All living creatures within the aura must
make a DC 13 Constitution saving throw or be
weakened while in the aura so that their weapon
weapons attacks deal only half damage, and their
Concentration checks are disadvantaged. If a
creature is already weakened and fails its save, it
becomes incapacitated by sickness while in the
aura. If a creature is already incapacitated and
fails its save, it is killed and at the start of its next
turn it is animated as a zombie under the control
of the zombie. The zombie lord can maintain its
aura of death with concentration.
Carnival of the Dead (human form). Humanoids
within 100 feet must make a DC 13 Wisdom
saving throw, or else be unable to differentiate
between the undead and the living for 1 hour.
Undead seem like mortals in costume for the
duration of the illusion.

Innate Spellcasting. The zombie lords spellcasting ability is


Charisma (spell save DC 13, spell attack +5). It can innately
cast the following spells without material components.
At-will: feign death, speak with dead, suggestion
1/day each: animate dead, confusion, Ottos irresistible dance,
mass suggestion
Shapechanger. The zombie lord can use its action to
polymorph into either an albino giant constrictor snake or a
handsome human covered in black and white skeleton
makeup. Its speed, attacks, and legendary actions change
depending on which form it assumes. When the zombie lord
dies it reverts to its true zombie form.
Undead Fortitude. If damage reduces the zombie lord to 0 hit
points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
from a critical hit. On a success, the zombie lord drops to 1
hit point instead.
Zombie Master. All zombies within 100 feet of the zombie
lord obey its commands. The zombie lord can sense any
zombies within one mile of it and gaze through their eyes as
an action. Additionally, when casting animate dead, the
zombie lord animates 2d6 zombies.

ACTIONS
Multiattack. The zombie lord makes 2 slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8+4) bludgeoning damage.
Slam (giant snake form). Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage, and the
target is grappled (escape DC 16). Until this grapple ends, the
creature is restrained, and the zombie lord cant constrict
another target.

Not for resale. Permission granted to print or photocopy this document for personal use only.

73

IN DEX

OF

MONSTERS & N PCS

BY

CR

HAZARDS
Kelpie

TEM PLATES

Seaclaimed Creature
Skeleton, Dry Bones

CR 1/8

Jenny Hanniver
Sailor
Sinister Seagull
Skull Crab

CR 1/4

Old Salt
Swarm of Leeches

CR 1/2

Blemmyae
Buccaneer
Coelenite
Midshipman
Pirate
Royal Marine
Skum
Su-Monkey (Signifying Monkey)
Warrant Officer

CR 1

Carnivorous Scallop
Douen
Dread Zombie
Giant Sea Urchin
Gulper
Lieutenant
Triton

CR 2

Bokor
Houngan/Mambo
Naval Captain
Pirate Captain
Shantyman
Ship Mage
Swarm of Jellyfish

CR 3

Commodore
Giant Eel
Giant Starfish (Sunstar)
Lycanthrope, Seawolf
Seaclaimed Warrior
Siren
Tona
Wyste

CR 4

Giant Anglerfish
Morkoth

CR 5

Giant Anemone
Gulper
Zombie Lord (Le Grand Zombi)

CR 6

Dire Squid
Viperfish

CR 7

Lycanthrope, Seawolf Captain


Yugoloth, Marraenoloth

CR 8

Caller from the Deeps


Deepspawn

CR 9

Giant Whale (Leviathan)

CR 13

Giant Nautilus

CR 14

Demon, Wastrilith

THE NEXT

DARK CA

RELEASE
S

RIBBEAN

DMSGUIL
D

.COM WILL

THE PIR

LINE ON

INCLUDE

ATES C
OD

CREATING

THE DA
RK

CALYPS

IN THE

EBOOK:

CHARACT

ERS OF

CARIBBEA

N.

OS GUID

E TO TH
E
RIBBEA
N.

DARK CA

Not for resale. Permission granted to print or photocopy this document for personal use only.

74

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